Winter-Touched Sprite

Zelgadas Greyward's page

467 posts. Alias of William Wells 55.




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Background: I am currently running a Pathfinder (1e) game set in Paris, France during the September Massacres of the French Revolution. The game is a bit Bloodborne-esque, so Gothic Horror meets Mythos Horror.

The Big Bad is a worshiper of Hastur who has been incorporating sections of the play The King in Yellow into revolutionary pamphlets and spreading them throughout the city, causing the people of Paris to become enraged ~ and eventually some start turning into monsters (Mythos Ghouls, Werewolves, Dopplegangers, Vampires, etc).

Anyway, the PCs have started operating in the city, trying to rescue certain individuals from the violence and investigate what is going on.

Thus far, no one has thought to look at the propaganda pamphlets more closely. One of the PCs has Detect Alignment as a class feature.

So, before the PCs actually thinks to use that ability on the pamphlets, I wanted to ask... does anyone know if the play 'The King in Yellow' detects as evil?
And, if so, would the entire pamphlet detect as evil, or just the text taken from that play?

Even if no such rule exists and the decision is mine, I would be curious to hear some opinions on the matter.


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This is actually something I used in a previous game I ran around a year or so ago.

The idea is this: How do you create traps that are obviously visible but still create a challenge for the party?

For example:

Say you want a "trap" that involves four blades swinging back and forth over a narrow bridge (with no hand-rails).

This is obviously a trap, but it isn't surprising - you can clearly see the narrow bridge and swinging blades. Passing a perception check wouldn't help "find" this trap. Likewise, there's nothing to disable - you can't "disable" a narrow bridge, and you can't "disable" swinging blades when you can't reach the mechanism that controls them.

Or, to use another example, the party is at the bottom of a long ramp. At the top is a device which rolls boulders down the ramp at a set, predictable rate. The party can clearly see the rocks and predict the rate, but their movement speed is also not enough to reach the top without getting hit by a boulder. Again, nothing to perceive - they can clearly see the rocks - and nothing to disable - at least not at the bottom of the ramp.

My Variant works like this: Replace the Perception and Disable DCs with other skills that can help overcome the trap.

In the case of the swinging blades over a narrow bridge trap example above, I'd create the blades and bridge like a swinging axe + pit trap. Rather than a Ref save, the Axe would get a Bull Rush attempt on anyone it hits, with failure meaning they fall into the "pit" - ie off the bridge. So far so simple.

For the skill checks, I replace the Perception DC with an Acrobatics DC. A character can slip past the blades without ever being the subject of an attack roll (and thus no bull rush) if they pass a DC 25 acrobatics check.

Alternatively, a character can "disable" the trap with a DC 20 strength check and either a blunt weapon or shield. Basically, they step in the way and "catch" the blade against a blunt object. If they pass the Strength check, the blade breaks. If they fail, they are hit and bull-rushed as normal (the attack auto-succeeds because they stepped in front of it).

For the rolling rock trap, rather than a Perception DC, the party can make a Knowledge (engineering) check to predict the timing of the rocks, allowing them to time their movements to avoid the rocks. Alternatively, a PC could make a climb check to climb along the side of the ramp outside the range of the rocks.

In addition to mixing things up, this is particularly good for parties with no "trap finder" classes. Plus, while the occasional "gotcha" trap is fun, having these more environmental challenge style traps mixes it up.

Anyway, my group enjoyed them, and I thought others might as well.


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Hello all.

I've been preparing for a Dark Souls game, as noted in other threads. Part of this has been monster creation. Since the game is still months away from actually starting (due to several IRL concerns), I've started out by simply writing up the monsters for the first half of Dark Souls 1 - from the Asylum to Anor Londo.

As such, these monsters are sorted vaguely by area and assume a level 1 party starting out at the Asylum - and being a level 10 party by the time they finish Anor Londo.

Oh, and if you're wondering about the Ice and Acid - I equated Ice with Magic resistance and Acid with Poison and Toxic resistance (along with actual poison).

Feedback is welcome as I'm still making adjustments.

Also an apology on formatting - in my document, all of these have the correct Bold and Italics, but copy-paste into the forum doesn't keep that formatting. Sorry.

Hollow CR 1/2
As Human Zombie

Asylum Demon CR 5
CE huge outsider (chaos, evil)
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 16, touch 6, flat-footed 16 (-2 dex, +10 natural, -2 size)
hp 57 (6d10+24)
Fort +9, Ref +0, Will +5; +2 vs Poison
Resist Acid 10
Vulnerability Electricity
OFFENSE
Speed 20 ft.
Melee mwk hammer +13/+8 (3d6+12/x3)
or body slam +12 (2d8+12)
STATISTIC
Str 26, Dex 6, Con 18, Int 13, Wis 7, Cha 15
Base Atk +6; CMB +16; CMD 24
Feats improved initiative, iron will, perceptive
Skills Bluff +11, Escape Artist +7, Heal +7, Intimidate +11, Knowledge (planes) +10, Perception +9, Sense Motive +9
Languages Common
Gear huge mwk warhammer

Hollow Warrior CR 2
NE medium undead
Init +2; Senses Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 dex, +2 natural)
hp 28 (2d10+2d8+8)
Fort +4, Ref +2, Will +3; +4 vs channel
DR 5/slashing
OFFENSE
Speed 30 ft.
Melee shortsword +5 (1d6+2/19-20)
or battleaxe +5 (1d8+3/x3)
Ranged firebomb +5 touch (1d6 fire)
STATISTIC
Str 14, Dex 15, Con -, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +5; CMD 17
Feats cleave, power attack, toughnessB
Skills Climb +4, Perception +5, Stealth +4
Languages Common
Gear broken buckler, broken chain shirt, shortsword or battleaxe, firebomb (1d4)

Variant: Fire Bomber.
Some Hollow Soldiers specialize in throwing fire bombs. They take Point Blank Shot and Rapid Shot as their feats (instead of those listed) and have Dex 16 and Cha 11, reducing their HP to 24. Fire Bombers do not carry melee weapons and instead carry 2d4+1 firebombs.

Hollow Soldier CR 4
NE medium undead
Init +2; Senses Perception +6
DEFENSE
AC 20, touch 12, flat-footed 18 (+4 armor, +2 dex, +2 natural, +2 shield)
hp 43 (3d10+2d8+18)
Fort +5, Ref +3, Will +5; +4 vs channel
DR 5/slashing
OFFENSE
Speed 20 ft.
Melee longword +7 (1d8+4/19-20), heavy shield +6 (1d4+4)
or spear +7 (1d8+/x3), heavy shield +6 (1d4+4)
Ranged light crossbow +7 (1d8/19-20)
STATISTIC
Str 18, Dex 15, Con -, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +8; CMD 20
Feats double slice, improved shield bash, power attack, toughnessB, two-weapon fightingB, weapon focus (longsword or spear)B
Skills Climb +5, Intimidate +7, Perception +6, Stealth +3
Languages Common
SQ armor training 1
Gear heavy steel shield, broken breastplate, longsword or spear, light crossbow

Taurus Demon CR 7
CE huge outsider (chaos, evil)
Init -1; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 19, touch 7, flat-footed 19 (-1 dex, +12 natural, -2 size)
hp 94 (9d10+45)
Fort +11, Ref +7, Will +5; +4 vs Poison
Resist Acid 20, Cold 10
Vulnerability Electricity
OFFENSE
Speed 40 ft.
Melee mwk greataxe +16/+11 (3d8+12/x3)
w/power attack +13/+8 (3d8+21/x3)
STATISTIC
Str 27, Dex 8, Con 20, Int 7, Wis 10, Cha 15
Base Atk +9; CMB +19; CMD 28
Feats cleave, improved bull rush, iron will, lightening reflexes, power attack
Skills Acrobatics +10, Intimidate +14, Perception +12, Stealth +3, Survival +12
Languages Common
Gear mwk huge greataxe

Undead Rat CR 2
NE medium undead
Init +2; Senses Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
hp 19 (3d8+6)
Fort +2, Ref +3, Will +4
OFFENSE
Speed 40 ft.
Melee bite +4 (1d6+3 plus poison)
STATISTIC
Str 15, Dex 14, Con -, Int 2, Wis 12, Cha 12
Base Atk +2; CMB +4; CMD 16
Feats toughness
Skills Perception +5, Stealth +7
Special Abilities
Poison (Ex): The undead rat's bite is laced with a deadly poison. A creature damaged by the undead rat's bite must make a fort save (DC 12). Those who fail this save 1d6 acid damage to HP per round for 6 rounds.

Fang Boar CR 8
As Gorgon from B1, remove breath weapon.

Balder Knight CR 5
NE medium undead
Init +6; Senses Perception +11
DEFENSE
AC 21, touch 15, flat-footed 14 (+3 armor, +4 dex, +1 dodge, +2 natural, +1 shield)
hp 57 (5d10+2d8+21)
Fort +3, Ref +8, Will +5; +4 vs channeling
DR 5/slashing
OFFENSE
Speed 30 ft.
Melee rapier +12/+7 (1d6+5+5/18-20)
Ranged light crossbow +10 (1d8/19-20)
Special Attacks panache (4; parry and riposte, kip-up, menacing swordplay, precise strike)
STATISTIC
Str 14, Dex 18, Con -, Int 10, Wis 13, Cha 14
Base Atk +6; CMB +8; CMD 22
Feats extra panache, fencing graceB, point-blank shot, quickdraw, toughnessB, weapon focus (rapier)
Skills Acrobatics +13, Climb +11, Intimidate +12, Perception +11
Languages Common
SQ charmed life 3/day, nimble +1, swashbuckler finesse, swashbuckler weapon training +1
Gear buckler, parade armor, rapier, light crossbow

Berenike Knight CR 7
LE medium undead
Init +0; Senses Perception
DEFENSE
AC 23, touch 10, flat-footed 23 (+11 armor, +2 shield)
hp 74 (7d10+2d8+27)
Fort +7, Ref +2, Will +7; +4 vs channel
DR 5/slashing
OFFENSE
Speed 20 ft.
Melee heavy mace +14/+9 (1d8+7/19-20)
or heavy shield +13/+8 (1d4+6/x3)
STATISTIC
Str 18, Dex 10, Con -, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +12; CMD 22
Feats cleaveB, great cleaveB, improved critical (heavy mace), improved shield bash, power attack, weapon focus (heavy mace)B, weapon focus (heavy shield), weapon specialization (heavy mace)B, weapon specialization (heavy shield)
Skills Intimidate +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +9
Languages Common
SQ armor training 2, weapon training 1
Gear fullplate, heavy steel shield, heavy mace, estus flask (2 doses)

Channeler CR 7
NE medium undead
Init +6; Senses Perception
DEFENSE
AC 20, touch 13, flat-footed 17 (+4 armor, +2 dex, +1 dodge, +3 natural)
hp 75 (10d8+30)
Fort +6, Ref +5, Will +6; SR 18
Immune Cold
OFFENSE
Speed 30 ft.
Melee mwk trident +9 (1d8+3)
w/inspire courage +11 (1d8+5)
Ranged soul arrow +9 touch (1d6+4)
Special Attacks bardic performance (21/day; inspire courage +2, dirge of doom)
Spell-Like Abilities (CL 8, concentration +11)
At Will - mage armor, magic missile (4 missiles)
3/day - color spray (DC 14), dread bolt (DC 14), icy ray (2 bolts)
1/day - ray of exhaustion (DC 16)
STATISTIC
Str 12, Dex 14, Con -, Int 14, Wis 8, Cha 16
Base Atk +7; CMB +8; CMD 20
Feats arcane strike, combat casting, dodge, improved initiative, skill focus (spellcraft)
Skills Climb +14, Intimidate +16, Knowledge (arcana) +15, Knowledge (religion) +15, Perform (dance) +13, Spellcraft +18
Languages Common, Draconic
Gear mwk trident
Special Abilities
Dancer (Su): The channeler can dance to inspire any nearby hollowed to greater combat prowess or to disturb its enemies. This functions like bardic performance as used by a level 8 bard, but can only mimic the effects of inspire courage and dirge of doom.
Icy Ray (Sp): As scorching ray, but ice.
Soul Arrow (Su): The channeler can fire a beam of force energy as a ranged touch attack. This beam deals 1d6 points of force damage +1 per two HD the channeler possesses. This damage can be blocked by anything that blocks force effects (such as magic missile).

Belltower Gargoyle CR 9
NE Huge monstrous humanoid (earth)
Init +4; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 22, touch 10, flat-footed 20 (+2 armor, +2 dex, +8 natural, +2 shield, -2 size)
hp 125 (10d10+70)
Fort +10, Ref +9, Will +7; +6 vs poison
Resist acid 30
OFFENSE
Speed 40 ft., fly 60 ft. (poor)
Melee mwk halberd +17/+12 (2d10+10/x3), mwk greataxe +17 (2d12+10/x3)
Special Attacks fire breath (Ref DC 18, 10d6 fire)
STATISTIC
Str 31, Dex 15, Con 24, Int 6, Wis 11, Cha 12
Base Atk +10; CMB +22; CMD 34
Feats ability focus (breath weapon), hover, improved initiative, shield focus, two weapon fighting
Skills Fly +4, Perception +9, Stealth +12 (+32 freeze); Racial Modifiers +8 Stealth
Languages Common, Terran
SQ freeze
Gear +1 gargoyle helm, mwk light shield, mwk halberd, mwk greataxe
Special Abilities
Fire Breath (Su): A belltower gargoyle can expel a blast of fire from its mouth every 1d4 rounds. This ability is similar to a breath weapon, but the DC is determined by Charisma rather than Constitution.
Some belltower gargoyles have electric breath rather than fire breath. Aside from the energy type used, the abilities are identical.

Undead Attack Dogs CR 4
NE medium undead
Init +6; Senses Perception +8
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 dex, +4 natural)
hp 37 (5d8+15)
Fort +3, Ref +3, Will +4
OFFENSE
Speed 40 ft.
Melee bite +6 (1d6+4 plus trip)
STATISTIC
Str 17, Dex 15, Con -, Int 1, Wis 10, Cha 14
Base Atk +3; CMB +6; CMD 18
Feats improved initiative, run, toughness
Skills Perception +8

Variant: Flaming Attack Dog CR 5
They are identical to normal undead attack dogs except that they gain both the Advanced Template and a breath weapon (15 ft. cone, Ref 16, 4d6 fire, usable every 2d4 rounds)

Hollowed Thief CR 5
CE medium undead
Init +4; Senses Perception +11
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 armor, +4 dex, +2 natural, +1 shield)
hp 45 (7d8+14)
Fort +2, Ref +8, Will +5; Evasion, uncanny dodge
DR 5/slashing
OFFENSE
Speed 30 ft.
Melee mwk daggers +8/+8 (1d4+3)
Ranged throwing daggers +9 (1d4+3)
Special Attacks bleeding attack, sneak attack (+3d6)
STATISTIC
Str 16, Dex 18, Con -, Int 8, Wis 12, Cha 13
Base Atk +4; CMB +7; CMD 21
Feats double slice, toughnessB, two weapon fighting, weapon finesse, weapon focus (daggers)
Skills Acrobatics +12, Disable Device +9, Escape Artist +12, Intimidate +9, Knowledge (local) +7, Perception +11, Stealth +14
Languages Common
SQ surprise attack, trap sense +1, trapfinding
Gear mwk studded leather, buckler, mwk daggers (2), throwing daggers (10)

Capra Demon CR 8
CE large outsider (chaos, evil)
Init +2; Senses darkvision 60 ft.; Perception
DEFENSE
AC 21, touch 11, flat-footed 20 (+2 dex, +10 natural, -1 size)
hp 105 (10d10+50)
Fort +7, Ref +9, Will +11; +4 vs poison
DR 5/magic; SR 19
Resist Acid 30, Cold 10
Vulnerability Electricity
OFFENSE
Speed 40 ft.
Melee mwk handaxes +14/+14/+9 (1d8+7/x3)
w/ power attack +11/+11/+6 (1d8+10/x3)
STATISTIC
Str 24, Dex 15, Con 18, Int 13, Wis 18, Cha 16
Base Atk +10; CMB +17; CMD 29
Feats double slice, power attack, skill focus (handle animal), toughness, two weapon fighting
Skills Acrobatics +15, Bluff +16, Climb +20, Handle Animal +22, Knowledge (planes) +14, Perception +17, Sense Motive +17
Languages Common, Abyssal
SQ undead animal trainer
Gear mwk handaxes (2)
Special Abilities
Undead Animal Trainer (Ex): A capra demon is particularly skilled at training and managing undead animals. They can use the handle animal skill with undead animals as if the animal was still alive.

Basilisk CR 5
As B1 version except that it inflicts Bestow Curse (-6 Con) rather than Flesh to Stone.

Slime CR 6
Advanced Giant Gray Ooze

Gaping Dragon CR 12
CE gargantuan dragon
Init -2; Senses dragon senses; Perception
DEFENSE
AC 26, touch 4, flat-footed 26 (-2 dex, +22 natural, -4 size)
hp 162 (13d12+78)
Fort +14, Ref +6, Will +11
Immune Acid, poison; Vulnerable Electricity
OFFENSE
Speed 40 ft.
Melee bite +21 (4d8+24/19-20 plus 2d6 acid)
or claws +21/+21 (2d8+12/19-20), tail slap +16 (2d8+18)
Special Attacks acid pool (50 ft. radius), breath weapon (50 ft. cone, DC 22, 14d6 acid), crush (medium creatures, DC 22, 4d8+18), tail sweep (DC 22, 2d6+18)
STATISTIC
Str 35, Dex 7, Con 22, Int 9, Wis 13, Cha 15
Base Atk +13; CMB +29; CMD 37
Feats Alertness, Cleave, Great Cleave, Improved Critical (bite, claws), Iron Will, Power Attack
Skills Acrobatics +11, Climb +28, Intimidate +18, Perception +21, Swim +28
Languages Draconic
Special Abilities
Acid Pool (Su): As per the Black Dragon entry. Functions as if the gaping dragon was Ancient.
Colossal Bite (Ex): The ribmaw of a gaping dragon functions as the bite attack of a colossal creature and deals twice it's strength modifier rather than 1.5 times. However, the gaping dragon cannot bite as part of a full attack action - only as a standard action.
Deformed Wings (Ex): A gaping dragon has weak, deformed wings. It cannot fly or make wing attacks, but its wings do give it a +8 bonus on acrobatics checks to jump.
Stomach Slam (Ex): A gaping dragon deals its crush attack as if it were a colossal dragon.

Cragspider CR 6
CE large outsider (chaos, evil)
Init +0; Senses darkvision 60 ft.; Perception
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +6, Will +5; +2 vs poison
DR 10/magic; Immune Fire; Resist Acid 20
Vulnerable Cold
OFFENSE
Speed 20 ft.; Climb 20 ft.; Fly 40 ft. (clumsy)
Melee bite +13 (1d8+9 plus 1d6 fire)
Special Attacks fire breath (15 ft. cone, DC 17, 8d6 fire)
STATISTIC
Str 22, Dex 11, Con 16, Int 11, Wis 13, Cha 13
Base Atk +8; CMB +15; CMD 25
Feats Combat Reflexes, Iron Will, Vital Strike
Skills Acrobatics +11, Climb +17, Fly +1, Knowledge (planes) +11, Perception +12, Stealth +7
Languages Abyssal

Giant Leech CR 6
Cave Leech from Tome of Horrors Complete

Giant Mosquito CR 6
In Bestiary 2

Infested Barbarian CR 8
CE large undead
Init +0; Senses low-light vision; Perception
DEFENSE
AC 21, touch 9, flat-footed 21 (+1 armor, +11 natural, -1 size)
hp 78 (12d8+24)
Fort +8, Ref +3, Will +6; +4 vs channel
OFFENSE
Speed 40 ft.
Melee greatclub +16/+11 (2d8+12)
w/power attack +16/+8 (2d8+21)
Ranged rock +8 (1d8+12)
Special Attacks rock throwing (120 ft.)
STATISTIC
Str 27, Dex 10, Con -, Int 6, Wis 10, Cha 12
Base Atk +8; CMB +16; CMD 26
Feats cleave, furious focus, intimidating prowess, martial weapon proficiency (greatclub), power attack, toughnessB, weapon focus (greatclub)
Skills Acrobatics +2, Climb +13, Intimidate +18, Perception +8
Languages Giant
Gear broken leather armor, large greatclub, rock

Infested Ghoul CR 4
Imperial Ghoul from Midgard Bestiary

Blowdart Sniper CR 6
Ghoul Stalker from the Monster Codex armed with Blowgun from Ultimate Equipment and Wyvern poision.

Chaos Witch Quelaag CR 12
CE huge outsider
Init +1; Senses darkvision 60 ft.; Perception
DEFENSE
AC 26, touch 10, flat-footed 24 (+4 armor, +1 dex, +1 dodge, +12 natural, -2 size)
hp 184 (16d10+96)
Fort +11, Ref +11, Will +15
DR 10/good; Immune Acid, Fire, Poison; SR 23
OFFENSE
Speed 30 ft., climb 20 ft.
Melee longsword +21/+16/+11/+6 (3d6+6 plus 2d6 fire)
Ranged scorching ray +15/+15/+15 touch (4d6 fire)
Special Attacks crush (2d8+9), lava breath (40 ft. cone, 12d6 fire, DC 24), magma pool (20 ft. radius, DC 24)
Spell-Like Abilities (CL 13th)
Constant - mage armor
At will - fireball (DC 16), scorching ray
3/day - intensified fireball (DC 16), resist energy
1/day - delayed blast fireball (DC 20)
STATISTIC
Str 23, Dex 13, Con 22, Int 16, Wis 16, Cha 16
Base Atk +16; CMB +24; CMD 35
Feats Alertness, Blind-Fight, Combat Casting, Dodge, Intensify Spell-Like Ability (fireball), Iron Will, Vital Strike, Weapon Focus (sword)
Skills Bluff +22, Climb +33, Intimidate +22, Knowledge (arcana) +22, Knowledge (planes) +22, Perception +26, Sense Motive +26, Spellcraft +22, Stealth +12
Languages Common, Abyssal
Special Abilities
Crush (Ex): Quelaag can perform a crush attack as if she were a huge sized dragon.
Firey Weapon (Su): Any manufactured weapon wielded by Quelaag gains 2d6 fire damage.
Magma Pool (Su): This functions as a black dragon's acid pool attack, but deals fire damage based on Quelaag's breath weapon.

Mimic CR 6
Advanced Giant Mimic

Serpent Soldiers CR 6
Serpentfolk Hunter (from Monster Codex; remove bow, replace scimitar with falchion, add buckler)

Serpent Mage CR 8
Serpentfolk Illusionist (from Monster Codex; change opposition school from evocation to divination; replace detect thoughts with an electric version of scorching ray; replace feat "spell focus (enchantment)" with two weapon fighting and add a second mwk dagger; replace feat "scribe scroll" with weapon finesse)

Titanite Demon CR 13
CE huge outsider (chaotic, evil)
Init +2; Senses blindsight 60 ft.; Perception +17
DEFENSE
AC 26, touch 6, flat-footed 26 (-2 dex, +20 natural, -2 size)
hp 175 (13d10+104)
Fort +18, Ref +5, Will +14;
DR 10/adamanium; Immune acid, poison; Resist cold 10, fire 10; SR 25
OFFENSE
Speed 20 ft.
Melee mwk bladed mancatcher +23/+18/+13 (3d8+11/x3)
or body slam +22 (2d8+22)
Special Attacks electric discharge (Ref 21, 15d6 electrical)
STATISTIC
Str 32, Dex 7, Con 24, Int 11, Wis 13, Cha 17
Base Atk +13; CMB +26; CMD 34
Feats ability focus (electric discharge), improved initiative, iron will, toughness
Skills Acrobatics +14, Craft (metal smithing) +16, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +17, Sense Motive +17
Languages Abyssal, Celestial, and Draconic
SQ unholy resistance
Gear mwk bladed mancatcher (functions as a huge glaive), titanite slab
Special Abilities
Electric Discharge (Su): The Titanite demon can create a massive static discharge from its body every 1d4 rounds as a standard action. The titanite demon can direct this electrical energy in a 60 ft. cone or a 20 ft radius burst centered on itself. While not immune to electricity, the titanite demon takes no damage from its own electric discharge. The save for this ability is charisma based.

Giant CR 7
Slag Giant from B4

Firepot Giant CR 10
Fire Giant from B1

Iron Golem CR 13
As normal Iron Golem except as follows.
Add Giant Template BUT also remove Magic Immunity (and all special effects related to it). Add Fire Resistance 20 and Acid Immunity. Arm it with a Huge Greataxe. Replace current Breath Weapon with a Line of Blunt force that deals 6d10 damage (blunt) with the same Ref save.

Batwing Demon CR 9
Bone Devil (B1) armed with +1 shocking spear

Silver Knights CR 11
LE medium undead (augmented, human)
Init +3; Senses Perception +12
DEFENSE
AC 31, touch , flat-footed (+13 armor, +3 dex, +2 natural, +3 shield)
hp 108 (11d10+2d8+39)
Fort +9, Ref +6, Will +7; +4 channel resistance
DR 5/slashing
OFFENSE
Speed 20 ft.
Melee mwk longsword +21/+16/+11 (1d8+8/19-20), mwk shield +20 (1d4+5)
w/power attack +17/+12/+7 (1d8+16/19-20), +16 (1d4+13)
Ranged mwk comp longbow +17/+12/+7 (1d8+5/x3)
STATISTIC
Str 18, Dex 16, Con -, Int 8, Wis 12, Cha 14
Base Atk +12; CMB +16; CMD 29
Feats armor focus, greater weapon focus (longsword)B, improved critical, improved shield bash, point-blank shot, power attack, precise shotB, shield focus, shield master, shield slamB, toughnessB, two-weapon fightingB, weapon focus (longsword)B, weapon specialization (longsword)B
Skills Intimidate +13, Knowledge (engineering) +9, Knowledge (religion) +9, Perception +12
Languages Common
SQ armor training 3, weapon training (swords 2, bows 1)
Gear mwk fullplate, mwk heavy steel shield, mwk comp longbow (+4), mwk longsword

Royal Sentinel CR 13
LN large construct
Init -2; Senses Perception +19
DEFENSE
AC 27, touch 7, flat-footed 27 (+9 armor, -2 dex, +8 natural, +3 shield, -1 size); 30 with shield of faith
hp 134 (16d10+46)
Fort +5, Ref +3, Will +8
DR 10/adamantium; Immune: construct traits; Resist Acid 20, Fire 20
OFFENSE
Speed 20 ft.
Melee mwk halberd +21/+16/+11/+6 (1d10+20/x3), mwk heavy shield +23 (1d6+18)
with divine favor +24/+19/+14/+9 (1d10+23/x3), +27 (1d6+21)
Space 10 ft.; Reach 10 ft.
Cleric Spells Prepared (CL 8, concentration +11)
4th - cure critical wounds, order's wrath (DC 17)
3rd - cure serious wounds (2), prayer, searing light
2nd - cure moderate wounds, resist energy, shatter, sound burst (DC 15)
1st - detect undead, divine favor, doom (DC 14), sanctuary (DC 14), shield of faith
STATISTIC
Str 30, Dex 7, Con -, Int 3, Wis 17, Cha 1
Base Atk +16; CMB +27; CMD 35
Feats cleave, great cleave, improved shield bash, power attack, shield focus, shield master, shield slam, toughness, two-weapon fightingB
Skills Perception +19
Languages Common
SQ divine servant, healed by positive energy, undersized weapon
Gear medium mwk halberd, large mwk heavy steel shield, large mwk fullplate, holy symbol
Special Abilities
Divine Servant (Su): A royal sentinel is a chosen defender of its god, and gains spells as a cleric of half its HD. If a royal sentinel is created with additional HD, it gains additional caster levels of cleric. Royal sentinels can also take levels of cleric. If they do so, their divine servant caster level stacks for the purpose of determining spells per day and the power of their spells, but is ignored when determining other aspects (so a royal sentinel with 1 level of cleric would only gain domain bonus spells at 1st level and only the 1st level domain ability, and the orisons of a 1st level cleric).
Healed by Positive Energy (Su): Unlike other constructs, royal sentinels are forged with a soul. This soul both grants them minor intelligence and allows them to be healed by positive energy as if they were a living creature.
Undersized Weapon (Ex): A royal sentinel can wield a medium sized halberd as if it were a large one-handed weapon. When used in this manner, the halberd loses its reach quality. This has no effect on the sentinel's natural 10 ft. reach.

Variant Sentinels
There are weaker versions of the Royal Sentinels who lack spellcasting. They lose the divine servant ability and all cleric spellcasting ability. Their wisdom is reduced to 11 (reducing their Will save to +5 and perception to +16). Finally a lesser Sentinel loses the Shield Mastery feat and instead gains Weapon Focus (halberd), reducing it's attack with its halberd by 1 and with its shield by 5. This also reduces the sentinel's damage with a shield by 3.
Such a sentinel is CR 12.

Ornstein CR 13
LE large undead
Init +7; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 28, touch 13, flat-footed 24 (+11 armor, +3 dex, +1 dodge, +4 natural, -1 size)
hp 125 (15d8+58)
Fort +10, Ref +7, Will +11; +4 vs channeling, +2 vs poison
Immune Electricity
OFFENSE
Speed 60 ft.
Melee +4 longspear +19/+19/+14 (2d6+13 plus spellstrike on one attack/x3)
Ranged ranged touch +11
Special Attacks arcane pool (11), improved spell combat, spell combat, spellstrike
Magus Spells Prepared (CL 13th, concentration +16)
5th - empowered lightning bolt (DC 16)
4th - ball lightening (DC 17), dragon breath (DC 17), electric fireball (DC 16)
3rd - electric scorching ray (2), electric intense burning hands (DC 14), lightening bolt (DC 16) + bonus
2nd - defensive shock, electric burning hands (DC 14), intense shocking grasp (3), + bonus
1st - magic missile, shocking grasp (3), true strike + bonus
0 (at will) - daze, detect magic, flare, light, spark
STATISTIC
Str 24, Dex 16, Con -, Int 17, Wis 10, Cha 14
Base Atk +10; CMB +18; CMD 31
Feats arcane strike, dodge, elemental spell, empower spell, extra arcane pool, improved initiative, intense spell, toughnessB, weapon focus (longspear)B, weapon specialization (longspear)B,
Skills Acrobatics +13, Diplomacy +10, Intimidate +20, Knowledge (arcana) +13, Knowledge (planes) +13, Perception +9, Ride +7, Sense Motive 11, Spellcraft +13
Languages Common
SQ fighter training, improved spell recall, knowledge pool, magus arcana (close range, critical strike, empowered magic, pool strike)
Gear +2 mithral fullplate, mwk large longspear
Special Abilities
Lightning Swiftness (Su): Ornstein has a speed of 60 ft. even in his mithral fullplate. Furthermore, Ornstein is immune to electricity.

Smough CR 13
CE huge undead
Init -1; Senses darkvision 60 ft.; Perception
DEFENSE
AC 25, touch 5, flat-footed 25 (+12 armor, -1 dex, +8 natural, -2 rage, -2 size) +4 vs crit confirmation rolls
hp 211 (13d12+2d8+118)
Fort +14, Ref +3, Will +11; +4 vs channel energy, +6 vs poison
Resist Acid 30
DR 6/-;
OFFENSE
Speed 30 ft.
Melee *mwk hammer +18/+13/+8 (3d6+34 plus 1d4 bleed/x3) *using both power attack and bloody assault
Special Attacks greater rage (28 rounds per day, intimidating glare, knockback, overbearing advance)
STATISTIC
Str 40, Dex 8, Con -, Int 9, Wis 12, Cha 22
Base Atk +14; CMB +31 (+33 vs bullrush or overrun); CMD 40
Feats armor focus, bloody assault, bull rush strike, cleave, great cleave, improved bullrush, improved overrun, power attack, toughnessB,
Skills Climb +28, Intimidate +24, Perception +19
Languages Common
SQ armored swiftness, improved armored swiftness, indomitable stance, resilience of steel, undead rage
Gear +2 fullplate, mwk huge warhammer
Special Abilities
Undead Rage (Su): Smough gains the benefits of rage even though, as an undead, he would normally be immune to moral bonuses. Rather than gaining Constitution, he gains bonuses to Charisma while raging. When not raging, he has Str 34 and Cha 16.

As should be obvious, I have not yet done optional areas like the Painting or Darkroot. I plan to, but I figured I should A) get some general feedback first and B) think a bit more about what CR those areas should be geared towards - or if they should be geared to a CR at all.


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With the release of the Dark Souls boardgame, I've been thinking about how to run a Dark Souls style Pathfinder game. There are other threads - many of them - on that topic in general (and I've bookmarked several of them), but I want to discuss but a single aspect of that here.

So, what I want to do is run a game where XP can be spent on traditional leveling OR on upgrading equipment. In fact, I'm thinking of not having stat boosting items but rather having stat boosts simply purchased sans items - but that's neither here nor there.

Anyway, I noted that for the first 10 levels or so, the Fast Experience Track and the PC Loot By Level chart are very similar.

Level 2: 1300xp, 1000 gp
Level 3: 3300xp, 3000 gp
Level 4: 6,000xp, 6,000 gp
Level 5: 10,000xp, 10,500 gp
Level 6: 15,000xp, 16,000 gp
etc

So not exactly the same, but close.

Thus, logically, if I gave my 1st level character encounters equal to 2300 xp and then let them level up at a bonfire and spend their XP on a level up and loot, they'd be right on track (and they'd level up about as fast as the Medium Track, maybe a tad slower at higher levels).

Of course, a PC could instead choose to spend more on one side of the split than the other, but failing to keep balanced would quickly weaken the character (great loot but under-leveled or over-leveled but no loot).

Anyway, looking it over, I can find no logical flaw with this. However, I may well be overlooking something. Thus, I'd like to ask you, the readers of this fine forum, to look over this idea and see if any glaring flaws leap out at you.

Plus, if this works, it might make a lovely alternative to magic items for some GMs (or at least for the Big 6).

Thoughts?


Okay, so here's a question. Let's say that an alternative class feature for Cleric (or any other class with Orisons or Cantrips) states that you lose the Orisons ability.

--
Quoting from the SRD:
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
--

So here's the question. If you give up Orisons, do you lose the 0 level spell slots themselves, or do you only lose the ability to cast them without expending them?

It may seem obvious, but the Orisons ability is separate from the class spell chart which lists a 1st level cleric getting three 0-level spell slots.

So, would the cleric keep 0-level spells, but once cast they're gone (like normal 1st level and higher spells), or do they lose 0-level spells entirely?


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Hello,

I've got a four year old and recently asked some friends what kid shows they'd recommend. I hadn't previously encountered Adventure Time, so I was very impressed with the weird but clearly D&D inspired setting.

So, I started to wonder - has anyone actually run a game set in the Adventure Time setting?

What about builds for the canon characters?

I'm just kinda curious. Plus, when my kid gets a little older, it might be a good starter-setting for some G rated Pathfinder games.


Background: I am currently running a mythic game. I'm currently working on treasure for an upcoming adventure, and I ran into some issues.

I am trying to give the party's primary front-line tank (a Swashbuckler/Inquisitor multiclass + Guardian) a way to bypass DR/Epic a limited amount of time per day. And, aside from handing her a +4 weapon (far too expensive at this level) so she can Bane it up to +6, I don't see any method of doing so.

I thought "well, what about a Legendary Item ability" - and I looked those over, but those don't do it either. And, while looking that over, I noticed the strange wording of the Legendary Item stuff.

It says that you can take Legendary Item twice to make your item a minor artifact (or thrice to make it a major artifact). Is that just a tag for prereqs, or does it actually allow you to upgrade the item (at cost or, if you have upgradable, half cost) to a +6 item?

In other words, if (in the future) this character were to take Legendary Item Path Ability twice (or thrice?), could she pay to upgrade her weapon to +6 enhancement bonus and thus penetrate Epic DR? If not, then what's the point of "becoming a minor/major artifact"? If so, then how does one calculate the cost for that upgrade? Does a +6 Flaming Burst sword cost 128,000gp, the same as a +3 Vorpal sword (ie, +8 overall bonus)?

tl;dr

Does taking the Legendary Item Path Ability 2 or 3 times allow one to upgrade a weapon to +6 enhancement bonus? And, if so, how does one calculate that cost since artifacts don't list a cost?

-

Oh, and if anyone has an idea about a magic item ability that would grant the ability to penetrate epic DR a limited amount per day that would work for an 8th level character, that would be helpful in the short term.


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Okay, so here's the concept I was thinking of.

You have this guy who is publicly a great warrior of renown with a somewhat brutal (but only against the nation's enemies) reputation. He is a military commander and excellent at tactics, but known for being a bit blunt and rather bad at social situations or intellectual pursuits.

However, what no one knows is that, in the dark of night, this warrior is actually a cunning, intelligent, spy-master with a wide net of contacts owed favors by half the nobles in the city. Those nobles don't even know that the mysterious spymaster and the oafish commander are the same person - no one would even dream of it.

In other words, the "secret" identity is the social identity while "public" identity is the avenger vigilante identity. I see no particular reason why this wouldn't work mechanically (since the divination protection works for each identity individually).

Am I missing anything? It seems to me like this would work, but I could use an extra set of eyes to make sure I didn't miss something obvious.


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Hello! This is technically a repost because I realized I was in the wrong forum (for some reason, the homebrew section is really hard to find if you start at the top).

So yeah, sorry for any confusion.

Now that's done - let's get started! I've been working on creating an unofficial campaign setting for the Kingdom Death universe (known mostly for the miniature boardgame Kingdom Death: Monster) both because I love the miniatures and because the setting is really mysterious and interesting.

I started with monster stats - specifically the monsters from the core game.

White Lion CR 6
NE Large Magical Beast
Init +6; Senses low-light vision, Darkvision 60 ft., scent, Perception +9
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +3
Spd 40 ft.
Melee bite +14 (1d8+7), claw +14 (1d6+3), strange hand +15 (1d8+7 plus bleed plus grab)
Space 10ft; Reach 5ft.
Special Attacks Bleed (1d6), Rage, Terrifying Roar
Str 25, Dex 15, Con 17, Int 5, Wis 12, Cha 10
Base Atk +8; CMB +16 (+20 grapple); CMD 28 (32 vs trip)
Feats Awesome Blow, Improved Initiative, Run, Weapon Focus (strange hand)
Skills Acrobatics +7, Perception +9, Stealth +7 (+11 in undergrowth); Racial Modifiers (+4 Acrobatics, +4 Stealth (+8 in undergrowth)

Rage (Ex): The White Lion can, as a swift action, fly into a rage. This ability functions much like a barbarian's rage, but only lasts for four rounds. While raging, the White Lion gains +2 to Strength and Con as well as a +2 bonus to Will saves, but takes a -2 penalty to AC. After the White Lion's rage ends, it is fatigued for 2 rounds, during which time it cannot rage again. Once the fatigue ends, the White Lion can rage as normal.

Terrifying Roar (Su): The White Lion can, as a standard action, unleash a terrible roar that strikes fear into nearby creatures. All creatures with 30ft of the White Lion must make a Will save DC 16 or become Frightened. This DC is Charisma based and includes a +2 racial bonus.

---

Screaming Antelope CR 9
CE Large Magical Beast
Init +3 Senses low-light vision, Darkvision 60 ft., scent, Perception +11
AC 22, touch 12, flat footed 19 (+3 Dex, +10 natural, -1 size)
hp 114 (12d10+48)
Fort +12, Ref +13, Will +6
Speed 50ft
Melee gore +18 (1d8+6), 2 hooves +15 (1d4+3), horrific bite +17 (2d8+9/19-20 plus grab plus bleed)
Space 10ft; Reach 5ft.
Special Attacks: Bleed (1d6), Regurgitate, Scream, Swallow Whole (4d8+9 damage, AC 20, hp 11), Trample (1d6+9, DC 22)
Str 22, Dex 16, Con 18, Int 5, Wis 15, Cha 15
Base Atk +12, CMB +19 (+23 grab), CMD 32 (36 vs trip)
Feats Awesome Blow, Improved Grapple, Lightning Reflexes, MultiAttack, Run, Weapon Focus (gore)
Skills Acrobatics +12 (+20 jumping), Perception +11 (+8 racial modifier to acrobatics checks when jumping)

Horrific Bite: The mouth in a Screaming Antelope's abdomen (hereafter its "undermouth") acts as if it is one size catagory larger than the creature is, applies 1-1/2 times its strength modifier to damage, and threatens on a 19-20 threat range. Both the bite damage and the Swallow Whole damage count as blunt, piercing, and slashing.

Regurgitate (Ex): Once a Screaming Antelope as swallowed a creature whole with its undermouth, it can choose, as an immediate action, to vomit the creature back out again. Regurgitate leaves the target creature prone next to the Screaming Antelope's space. Further, the creature regurgitated must make a Fort save DC 20 or be stunned for 1 round. Typically, the Screaming Antelope only chooses to regurgitate a foe who is currently attempting to cut its way out, although it can do so for other reasons if it chooses.

Scream (Su): As a full round action, a Screaming Antelope may use its undermouth to unleash a terrifying scream. All targets within 20 ft of the Screaming Antelope must make a Will save, DC 18, or be overwhelmed by fear. A creature that fails its save cowers (as per the cowering condition) even if it could otherwise flee, taking a -2 penalty to AC as well as losing its Dex modifier to AC. The creature cowers for 1 round and is shaken for 2d4 rounds thereafter. A creature that succeeds at its saving throw is unaffected. No creature can be affected by the same Screaming Antelope's scream twice within the same 24 hour period. The DC is Charisma based.

---

The Butcher CR 8
CE medium undead
Init + 1 ; Senses Darkvision 60 ft., Perception +16
AC 21 (+1 Dex, +12 natural, -2 rage)
hp 102 (12d8+48)
Fort +8, Ref +5, Will +11
Defensive Abilities: undead traits; DR 3/--
Speed 40 ft.
Melee mwk cleavers +15/+15/+10/+10 (1d6+3), bite +8 (1d6+3), slam +8 (1d4+3)
Special Attacks butcher's roar, dreaded trophies, rage
Str 22, Dex 13, Con --, Int 8, Wis 12, Cha 18
Base Atk +9; CMB +15, CMD 26
Feats Cleave, Great Cleave, Improved Two Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Focus (cleavers)
Skills Intimidate +23, Perception +16, Survival +13 Racial Bonuses +4 Intimidate

Butcher's Roar (Su): As a standard action, the butcher can unleash a terrifying roar. All non-deaf creatures within 60 ft. must make a will save (DC 20) or be frightened.

Dreaded Trophies (Su): When the butcher kills someone, it hangs a trophy from its kill on its person. If the butcher currently has a trophy, all creatures that see the trophy must make a will save (DC 20) or be shaken. If the creature knew the trophy, failing the save instead makes them nauseated for 1 round before being shaken.

Lantern Hunger (Su): As a move action, a Butcher can leap between light sources. This functions like the spell dimension door, but requires that the butcher leap to a light source such as a lantern. Since the butcher wears several lanterns, he can use his own lanterns as a source of light (effectively allowing him to teleport from anywhere to a light source within range). Once a Butcher has used lantern hunger, it may not use it again for 1d4+1 rounds.

Rage (Ex): A Butcher can rage for 18 rounds per day as an 8th level Barbarian. The +4 Str, +2 Will, and -2 AC are already applied above.

---

Phoenix CR 12
LE Gargantuan Magical Beast
Init +6; Senses low-light vision, Darkvision 60 ft., Perception +12
Aura frightful presence (60ft, DC 18 vs shaken 5d6 rnds)
AC 27, touch 8, flat-footed 25 (+2 Dex, +19 natural, -4 size)
hp 152 (16d10+64)
Fort +14, Ref +14, Will +8
Speed 20ft; fly 80ft (average)
Melee 2 wings +22 (2d6+9/19-20 plus grab), bite +21 (2d8+9)
Space 20ft.; Reach 15 ft.
Special Attacks: Aging Gaze, Chatter, Pustule Cannons, Razor Wind, Spiral Cyclone
Str 28, Dex 15, Con 18, Int 5, Wis 12, Cha 11
Base Atk +16, CMB +29 (+33 grapple); CMD 41
Feats Flyby Atk, Improved Critical (talons), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (wings) +1 feat
Skills Fly +7, Perception +12

Aging Gaze (Su): Each round, any creature who meets the Phoenix's gaze must make a Will save DC 18 or be stricken with sudden aging, suffering 1 negative level. Creatures immune to aging effects (such as those who have the Timeless body ability) are immune to this effect. This is an aging effect.

Chatter (Su): As a free action, the Phoenix can begin to whisper madness to those nearby. All creatures within 5 ft of the Phoenix must make a Will saving throw DC 19 or become confused for as long as they remain within 5 ft of the Phoenix. A creature confused by the Chatter is immune to Aging Gaze for the duration of its confusion. A creature that passes the saving throw is immune to the Phoenix's chatter for 24 hours. The DC is Wisdom based.

Pustule Cannons (Su): The Phoenix can, as a standard action, spray fluid from the pustules that cover its body. All creatures within 20 ft are coated in a substance that causes 2d6 acid damage unless they make a successful Reflex saving throw (DC 21, negates). In addition, targets who take damage from this acid must also make a Fortitude saving throw. Those that fail gain 1 negative level. The DCs are Constitution based.

Razor Wind (Su): The Phoenix flaps its wings, creating an 80 ft line of deadly wind. All targets within the line take 12d6 slashing damage and are knocked 10 ft further away from the Phoenix, falling prone. A Reflex saving throw DC 21 halves the damage and negates the movement, as well as preventing the target from being knocked prone. The DC is Constitution based.

Spiral Cyclone (Su): Once per day, a Phoenix can unleash its Razor Wind in all directions. All creatures within 40ft of the Phoenix suffer the effects of Razor Wind.

---

Kingsman CR 10
LE Medium Outsider
Init +3, Senses low-light vision, Darkvision 60 ft., Perception +17
AC 25 touch 11 flatfooted 24 (armor +9, Dex +1, natural +5)
hp 136 (13d10+65)
Fort +13, Ref +11, Will +8
Damage Reduction 10/Good; SR 21
Speed 30ft
Melee mwk halberd +20/+20/+15/+10 (1d10+9 x3)
Special Attacks battle pressure, king's combat, king's curse
Str 23, Dex 17, Con 20, Int 15, Wis 18, Cha 12
Base Atk +13, CMB +19 (+21 to trip), CMD 32 (34 vs trip)
Feats combat expertise, combat reflexes, dazzling display (B), dodge, improved trip, mobility, spring attack, whirlwind attack
Skills Acrobatics +12, Climb +15, Intimidate +18, Perception +17 Perform (dance) +14, Sense Motive +17, Stealth +12, Survival +17 (racial modifiers: +4 racial bonus to intimidate, -4 armor check penalty for unique fullplate)
Possessions: mwk halberd

Battle Pressure (Ex): Once per round, a King's Man can block one attack made against it. This attack is considered a miss and deals no damage or secondary effects to the King's Man. If the attack the King's Man blocks was a critical hit, the King's Man cannot use this ability the following round (but regains the ability thereafter).

King's Combat (Ex): When making a full attack, the King's Man makes an additional attack at its highest attack bonus as if hasted. This ability does not stack with haste, weapons of speed, or similar abilities.

King's Curse (Su): When a King's Man is reduced to 0 HP or less, it instantly dies. The creature who dealt the killing blow and any other creature within 10 ft that has dealt any damage to the King's Man in the past round must make a Will save DC 17 or begin transforming into a King's Man themselves. The creature that actually dealt the killing blow takes a -2 penalty to this save. Victims take 1d6 Con damage immediately as their bones begin to rearrange themselves. This damage continues each day thereafter until the victim is reduced to 0 Con (or less) at which point the creature dies and is transformed into a King's Man. The King's Curse is difficult to remove. When casting spells to remove it, treat the DC as 4 higher (21 or 23 for the one who killed the creature). The DC is charisma based.

---

The Hand CR 15
LE Medium Outsider
Init +6, Senses low-light vision, Darkvision 60 ft., Perception +24
AC 31 , touch 18, flat-footed 23 (Armor +9, Dex +1, Dodge +1, Insight +6, Natural +4)
hp 225 (18d10+126)
Fort +16 , Ref +15 , Will +11
Damage Reduction 10/Good; SR 26
Speed 40 ft
Melee unarmed strikes +24/+24/+19/+19/+14/+14/+9 (2d6+8 plus bleed)
or mwk Longsword +32/+27/+22/+17 (1d8+13 17-20x2)
Special Attacks bleed (1d6), ghost step, longsword mastery, quivering palm, the penalty, unarmed mastery
Str 26, Dex 23, Con 24, Int 23, Wis 22, Cha 23
Base Atk +18, CMB +26, CMD 42
Feats: Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dodge, Greater Weapon Focus (longsword), Improved Critical (longsword) Weapon Focus (longsword), Weapon Specialization (longsword)
Skills: Acrobatics +24, Bluff +24, Climb +26, Diplomacy +24, Intimidate +24, Knowledge (planes) +24, Perception +24, Profession (sword trainer) +24, Sense Motive +24, Stealth +24, Survival +24, Swim +26
Possessions: mwk fullplate, mwk longsword

Ghost Step (Su): The Hand can, as a swift action, teleport a short distance. This acts like Dimension Door except that the Hand can attack after the movement.

Longsword Mastery (Ex): The Hand counts as a Fighter for the purpose of qualifying for fighter feats but only feats that apply to the Longsword. Furthermore, The Hand gains Weapon Training +3, but only when using a Longsword.

Quivering Palm (Su): As the monk ability of the same name.

The Penalty (Su): The Hand, as a standard action, points at a single
target within 30 ft. That target must make a Fort save DC 25 or die. A target that passes its save instead takes 15d6 damage, which may kill the target anyway. This is a death effect. The DC is charisma based.

Unarmed Mastery (Ex): While armed with a sword, the Hand prefers to fight with unarmed strikes. The Hand's unarmed strikes deal 2d6 damage (as a 15th level Monk). Furthermore, for the purpose of unarmed strikes only, the Hand acts as if it has Two Weapon Fighting, Improved Two Weapon Fighting, and Greater Two Weapon Fighting as bonus feats.

---

I should probably note here that my plan with these monsters was to create the "level 1" baseline version of each monster. The White Lion, for example, is the power level a group would fight in Lantern Year 1 (the battle during year 0 would be with a weakened White Lion). The expectation that higher level versions would have things like the advanced template, additional hit dice, or mythic ranks (particularly for Legendary versions).

This assumption, however, does not apply to the Hand. Reading his entry in Kingdom Death: Monster, I got the impression that the Hand is just playing with the survivors. Unlike every other core game creature, his defeat does not end with the Hand's death but his withdraw from combat. This implies that the level 1 version is just him taking it really easy, while his level 2 version is him being slightly more serious, up to his level 3 version which is a little more serious again. Thus, I built the Hand as his level 3 version - hence his CR being so much higher than everything else's.

---

The Watcher CR 17
NE Large Outsider
Init +4; Senses Darkvision 60 ft., Perception +29
Aura: Sharp Folds (1d6 bleed)
AC 33, touch 18, flat-footed 28 (+4 Dex, +1 dodge, +4 insight, +15 natural, -1 size)
hp 287 (23d10+161)
Fort +14, Ref +19, Will +16
Defensive Abilities: DR 10/good; black out, sharp folds
Speed: fly 120 ft (perfect)
Melee +5 lanterns +28/+28/+28/+28/+23/+18/+13 (2d6+10 19-20x2)
Special Attacks absorb life, black out, inhale and exhale, lantern vortex, sharp folds, steal dreams
Spell-Like Abilities (CL 17, concentration +26)
constant - greater magic weapon (+5 bonus)
at will - dispel magic, enervate, fear (DC 18)
3/day - quickened dispel magic, feast on fear (DC 19)
Str 21, Dex 19, Con 24, Int 19, Wis 16, Cha 19
Base Atk +23; CMB +24, CMD 38
Feats Cleave, Combat Reflexes, Dodge, Doubleslice, Great Cleave, Improved Critical (lanterns), Lightning Reflexes, Mobility, Multiweapon Fighting, Power Attack, Quicken Spell-Like Ability (dispel magic), Spring Attack
Skills Bluff +30, Intimidate +30, Knowledge (arcana) +30, Knowledge (dungeoneering) +30, Knowledge (planes) +30, Perception +29, Sense Motive +29, Spellcraft +30, Stealth +26, Survival +29

Absorb Life (Su): As a full-round action, the Watcher can draw the life from nearby creatures into itself. All living creatures within 60 ft. of the Watcher must make a Fort save (DC 25) or suffer one negative level. For every negative level this causes, the Watcher is healed for 5 hit points. Any creature who gains one or more negative levels and survives the encounter can remove the negative levels as normal (also DC 25). This DC is Charisma based.

Black Out (Su): When a creature attacks the Watcher in melee and misses, the watcher can, as an immediate action, use its tendrils to tear the victim's head open. The victim makes a Fort save (DC 28). If the victim succeeds, it takes 10d6 damage. If it fails, it is instantly slain. This attack, while powerful, is tiring for the Watcher. It can only be performed every 1d4+1 rounds, and even then each use causes a cumulative -1 penalty to hit. The Watcher can remove this penalty by using the Absorb Life ability above, trading 5 points of healing to remove a single -1 (meaning that if the Watcher has -3 and only absorbs 10 hit points, its penalty is reduced to -1).
Alternatively, if the Watcher wishes to leave its target alive, it can choose to Steal Dreams rather than tear the victim's head open. This immediate action use of the ability still tires the Watcher.

Inhale and Exhale (Su): As a swift action, the Watcher can inhale or exhale powerfully. This has the effect of a gust of wind spell except that it functions as a 60 ft. radius around the Watcher (inhale preventing creatures from moving away from the Watcher, exhale preventing them from moving towards it) and medium creatures are also subject to the reflex save to avoid being knocked prone. The Reflex DC is 25 to avoid being knocked prone. This DC is Charisma based.

Lantern Vortex (Su): The Watcher creates a constant wind around itself. Any creature within 30 ft. of the watcher suffers the effects of strong winds. In addition, any creature within 10 ft. suffers from severe winds instead.

Lanterns (Ex): The Watcher fights with a set of lanterns that dangle from its body. These lanterns function as large sized spiked chains. As such, even with multiattack, the Watcher takes a -4 penalty to hit (already applied) due to their size. In addition, the Watcher can imbue them all with a +5 enhancement bonus as if casting greater magic weapon.
Because they are directly attached to the Watcher's body, these lanterns cannot be disarmed. However, if they are sundered, they are removed from the watcher as if disarmed (and also gain the broken quality as normal).

Sharp Folds (Ex): The Watcher's billowing form is sharply edged. Any creature that attacks the watcher in melee with a non-reach weapon takes 1d6 points of bleeding damage per hit at the end of its turn (ie, the same round it attacks).

Steal Dreams (Su): With a melee touch attack (+27) requiring a standard action, the Watcher can attempt to steal a target's dreams. The target takes 5d6 negative energy damage (no save) and must also make a Will save (DC 25). Success means that the victim only suffers from the effects of a crushing despair spell for 1d4 rounds. Failure causes the victim to collapse (become prone), take no action, and stare helplessly off into space (becoming helpless for the purposes of coup de grace attacks). The victim remains helpless and unable to take actions until one of the creature's allies takes a full round action to help the victim stand up. Once the victim is standing, they can once again take actions, but suffer the effects of a crushing despair spell for 1 minute. This DC is Charisma based.

---

So there are the Core Monsters. Feedback is appreciated. Expansion Monsters and Class Archetypes coming soon.


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First off, I wasn't quite sure where to put this. This seemed like the proper sub-forum, but if I guessed wrong, hopefully it will get moved to the correct location.

Okay, now that's done - hi! I've been working on creating an unofficial campaign setting for the Kingdom Death universe (known mostly for the miniature boardgame Kingdom Death: Monster) both because I love the miniatures and because the setting is really mysterious and interesting.

I started with monster stats - specifically the monsters from the core game.

White Lion CR 6
NE Large Magical Beast
Init +6; Senses low-light vision, Darkvision 60 ft., scent, Perception +9
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +3
Spd 40 ft.
Melee bite +14 (1d8+7), claw +14 (1d6+3), strange hand +15 (1d8+7 plus bleed plus grab)
Space 10ft; Reach 5ft.
Special Attacks Bleed (1d6), Rage, Terrifying Roar
Str 25, Dex 15, Con 17, Int 5, Wis 12, Cha 10
Base Atk +8; CMB +16 (+20 grapple); CMD 28 (32 vs trip)
Feats Awesome Blow, Improved Initiative, Run, Weapon Focus (strange hand)
Skills Acrobatics +7, Perception +9, Stealth +7 (+11 in undergrowth); Racial Modifiers (+4 Acrobatics, +4 Stealth (+8 in undergrowth)

Rage (Ex): The White Lion can, as a swift action, fly into a rage. This ability functions much like a barbarian's rage, but only lasts for four rounds. While raging, the White Lion gains +2 to Strength and Con as well as a +2 bonus to Will saves, but takes a -2 penalty to AC. After the White Lion's rage ends, it is fatigued for 2 rounds, during which time it cannot rage again. Once the fatigue ends, the White Lion can rage as normal.

Terrifying Roar (Su): The White Lion can, as a standard action, unleash a terrible roar that strikes fear into nearby creatures. All creatures with 30ft of the White Lion must make a Will save DC 16 or become Frightened. This DC is Charisma based and includes a +2 racial bonus.

---

Screaming Antelope CR 9
CE Large Magical Beast
Init +3 Senses low-light vision, Darkvision 60 ft., scent, Perception +11
AC 22, touch 12, flat footed 19 (+3 Dex, +10 natural, -1 size)
hp 114 (12d10+48)
Fort +12, Ref +13, Will +6
Speed 50ft
Melee gore +18 (1d8+6), 2 hooves +15 (1d4+3), horrific bite +17 (2d8+9/19-20 plus grab plus bleed)
Space 10ft; Reach 5ft.
Special Attacks: Bleed (1d6), Regurgitate, Scream, Swallow Whole (4d8+9 damage, AC 20, hp 11), Trample (1d6+9, DC 22)
Str 22, Dex 16, Con 18, Int 5, Wis 15, Cha 15
Base Atk +12, CMB +19 (+23 grab), CMD 32 (36 vs trip)
Feats Awesome Blow, Improved Grapple, Lightning Reflexes, MultiAttack, Run, Weapon Focus (gore)
Skills Acrobatics +12 (+20 jumping), Perception +11 (+8 racial modifier to acrobatics checks when jumping)

Horrific Bite: The mouth in a Screaming Antelope's abdomen (hereafter its "undermouth") acts as if it is one size catagory larger than the creature is, applies 1-1/2 times its strength modifier to damage, and threatens on a 19-20 threat range. Both the bite damage and the Swallow Whole damage count as blunt, piercing, and slashing.

Regurgitate (Ex): Once a Screaming Antelope as swallowed a creature whole with its undermouth, it can choose, as an immediate action, to vomit the creature back out again. Regurgitate leaves the target creature prone next to the Screaming Antelope's space. Further, the creature regurgitated must make a Fort save DC 20 or be stunned for 1 round. Typically, the Screaming Antelope only chooses to regurgitate a foe who is currently attempting to cut its way out, although it can do so for other reasons if it chooses.

Scream (Su): As a full round action, a Screaming Antelope may use its undermouth to unleash a terrifying scream. All targets within 20 ft of the Screaming Antelope must make a Will save, DC 18, or be overwhelmed by fear. A creature that fails its save cowers (as per the cowering condition) even if it could otherwise flee, taking a -2 penalty to AC as well as losing its Dex modifier to AC. The creature cowers for 1 round and is shaken for 2d4 rounds thereafter. A creature that succeeds at its saving throw is unaffected. No creature can be affected by the same Screaming Antelope's scream twice within the same 24 hour period. The DC is Charisma based.

---

The Butcher CR 8
CE medium undead
Init + 1 ; Senses Darkvision 60 ft., Perception +16
AC 21 (+1 Dex, +12 natural, -2 rage)
hp 102 (12d8+48)
Fort +8, Ref +5, Will +11
Defensive Abilities: undead traits; DR 3/--
Speed 40 ft.
Melee mwk cleavers +15/+15/+10/+10 (1d6+3), bite +8 (1d6+3), slam +8 (1d4+3)
Special Attacks butcher's roar, dreaded trophies, rage
Str 22, Dex 13, Con --, Int 8, Wis 12, Cha 18
Base Atk +9; CMB +15, CMD 26
Feats Cleave, Great Cleave, Improved Two Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Focus (cleavers)
Skills Intimidate +23, Perception +16, Survival +13 Racial Bonuses +4 Intimidate

Butcher's Roar (Su): As a standard action, the butcher can unleash a terrifying roar. All non-deaf creatures within 60 ft. must make a will save (DC 20) or be frightened.

Dreaded Trophies (Su): When the butcher kills someone, it hangs a trophy from its kill on its person. If the butcher currently has a trophy, all creatures that see the trophy must make a will save (DC 20) or be shaken. If the creature knew the trophy, failing the save instead makes them nauseated for 1 round before being shaken.

Lantern Hunger (Su): As a move action, a Butcher can leap between light sources. This functions like the spell dimension door, but requires that the butcher leap to a light source such as a lantern. Since the butcher wears several lanterns, he can use his own lanterns as a source of light (effectively allowing him to teleport from anywhere to a light source within range). Once a Butcher has used lantern hunger, it may not use it again for 1d4+1 rounds.

Rage (Ex): A Butcher can rage for 18 rounds per day as an 8th level Barbarian. The +4 Str, +2 Will, and -2 AC are already applied above.

---

I have more, but that seems like a good start. Feedback is appreciated.

Oh, and after the monsters, I was planning on doing some class archetypes for groups like the Twilight Knights, White Speakers, and so forth.


Hi,

Ever since I picked up Inner Sea Gods, I have been obsessed with Boons in general and the Evangelist PRC specifically. It provides great flavor for a divine character without limiting class selection, which I think is awesome.

However, in my current game, I've just run into a problem. See, my players are Diabolists, and they want Evangelist (and Exalted) Boons for the Archdevils they worship.

And I can't find them.

All the Demon Lords have Boons in Book of the Damned Vol 2 (for Evangelist anyway) but there are none in Book of the Damned Vol 1 for Devils. I've been trying for hours to find them, looking through all the books I own, doing google searches to see if I need to buy another book for this (and I will - totally worth it), but I've turned up nothing.

Where are the Boons for Archdevils? They've gotta be somewhere - right?

Someone here must know. Right?

Come on, guys, help a GM out.


Hello,

First off, I went with this section because I need help as a GM on setting specific info rather than mechanical build info (which is what the advice subforum appears to be about).

Anyway, my run through Curse of the Crimson Throne has ended, but the campaign continues. Due to some of the events in game, I'm wanting to focus the next bit on cults of Rovagug, the Dark Tapestry, and/or Qlippoliths.

Just FYI, I'm working under the assumption/GM choice that Rovagug = Outer God and that Qlippoliths and Abberations are their servants. Okay? Okay.

I bought myself some time by stealing "Doomsday Door" from Shattered Star, bumping up the CR, and replacing the Shard with one of Kazavon's relics. However, I will soon need more stuff that relates to Rovagug to keep the plot going.

I know that Legacy of Fire is all about the rebirth of Rovagug, but I didn't want to run a full CP since I just did that. I'm mostly looking for stand-alone adventures (or adventures in a CP that can stand alone like Doomsday Door).

So... what I need are published adventures in the Pathfinder setting that are related (even vaguely) to Rovagug, the Dark Tapestry, or Qlippoliths. Or to Star Towers (which is what started this whole thing). It doesn't matter if the CR is wrong - I can convert that easily enough.

Thanks for any suggestions in advance!


Okay, so as mentioned in another thread in this area, I'm currently running Serpent Skull. My party managed to breech the Forbiddance and Antipathy spells (not without some pain) and get to the door. I put a Super High Level Arcane Lock Spell (TM) on the door to keep them out, but I went ahead and had some general Savith history info on the outside for rubbings and so forth. I also looked up some quick info on Savith to flesh that out.

All well and good. However, the party leader is a female fighter who uses a greatsword and the parallels between her and Savith are just too good not to play with. So I have her a haunt/dream about Savith, and have mildly implied that she might be the reincarnation of Savith (and yes, I know someone else here did that - saw the thread, read it, very cool).

Anyway, my party is VERY interested in this tomb, and I will only be able to hold them away from it for so long with "GM Bu!!$h!t Lock Spell" - particularly since my one PC thinks she might learn some great secret about herself within.

So - my first question: has anyone actually run Savith's Tomb as a dungeon. If so, what did you do with it? Huge dungeon? Just a couple of rooms? Traps? Monsters? Golem Guardians?

Cause I'm drawing a massive blank. I need ideas. Good ideas, bad ideas, conflicting ideas - anything to give me some inspiration. I liked the idea (mentioned in another thread) about golems based on Savith's companions, so I think I'll keep that, but I need more.

Also - and here's a big one - has anyone actually stated up Savith's sword? There was a discussion about it being not a greatsword (as shown in that one picture) but since my PC uses a greatsword, I want to stick with that. I figure that might have been her "back up" weapon for penetrating a particular kind of DR or something (and as a Fighter, she may well have had both heavy blades and light blades as Weapon Training categories).

Anyway, aside from Monsterous Humanoid Bane, any ideas? Is there a name for it (I assume that Eroeme was the copy's name, not the original's)? What about Savith's other equipment? Did anyone actually stat up Savith?

If you can answer any of these questions - or you just have musings, or interesting experiences from your game that kind of relate, or anything, please post. Just talking about it will help get my brain working.

Edit: Note: Yes, I realize the adventure states that her sword was destroyed. Balls to that - I want to give my PCs her actual sword. I probably should have mentioned that previously, but it slipped my mind that it would be an issue.


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When I picked up my Advanced Player's Guide, I was really looking forward to seeing all the new oracle mysteries they were going to include. Particularly, I wanted to see what they had for my favorite goddess, Calistria.

Nothing. Nada. Zip. Zilch.

I really wanted to play an oracle of Calistria, so I sat down and looked over the other mysteries. And, a few hours later, I'd pulled abilities from each of the other mysteries, refluffed them, and created myself a new mystery. I had a little trouble naming it (Love, Lust, Charm, Passion, Hot Sexyness) but eventually settled on Passion as the most generic possible. I posted it in the Errata thread when someone else mentioned a similar disapointement, and got a little feedback then, but now I'm back with a revised version to show here in the thread where this sort of thing is actually supposed to be posted. So, without further adu:

***

Passion

Deities: Calistria, Shelyn

Class Skills: An oracle with the passion mystery adds Bluff, Escape Artist, Intimidate, and Perform to her list of class skills.

Bonus Spells: Charm Person (2nd), Touch of Idiocy (4th), Suggestion (6th), Charm Monster (8th), Telepathic Bond (10th), Symbol of Persuasion (12th), Mass Suggestion (14th), Mass Charm Monster (16th), Sympathy (18).

Revelations: An oracle with the passion mystery can choose from any of the following revelations.

Beauty Smiles (Su): You channel the divine beauty of your goddess, moving the hearts of those who behold you. You receive a +1 bonus to the DC of all Charm spells (that is, spells with the Charm subtype). At 6th level, this bonus increases to +2, at 12th level, the bonus increases to +3, and at 18th level the bonus increases to +4. This ability overlaps (does not stack) with the effect of the Spell Focus feat.

Graceful Avoidance (Su): Your graceful movement grants you the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws.

Healing Touch (Su): You can heal wounds on a creature with a touch. This power heals 1d6 points of damage +1 point for every two oracle levels you possess. If used against an undead creature, it instead deals that amount of positive energy damage. At 7th level, you may expend two uses of this ability to heal a creature of 1 negative level or 1d4 points of ability damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Kiss of Life (Su): An Oracle with this mystery may kiss the lips of a recently slain creature, restoring it to life. This ability functions like the Breath of Life spell, except that it will function on creatures slain up to 1 round per 2 oracle levels ago and, in addition to 5d8 + caster level healing, this mystery also restores 1 point of ability damage and 1 negative level, allowing creatures slain by negative levels and having an ability reduced to 0 can also be brought back in this fashion. This ability can also be used to harm an undead creature (must succeed a grapple check, receive a will save, etc). Finally, you may discharge a use to make yourself immune to a succubus's Energy Drain for one round per oracle level. At 11th level you may use this ability once per day; you may use this ability one additional time per day per four levels (twice at 15, thrice at 19). You must be 11th level or higher before taking this revelation.

Love's Guidance (Su): You may add your Charisma modifier to your Wisdom modifier on all Wisdom-base checks. You may also add your Charisma modifier to your Wisdom when making a Will Save verses a spell or effect of the Charm sub-school.

Mantle of Love (Su): You envelop yourself in the divine love of your goddess, who protects you from harm. You gain a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/Piercing. You can use this mantle for 10 minutes per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 10-minute increments.

Pain and Pleasure (Su): Once per day, with a touch attack, you deal 1d6 points of damage per 2 oracle levels you possess (max 10d6) as the spell Vampiric Touch. You are healed for the amount dealt. Furthermore, the target must make a Fort save 10 + 1/2 Oracle level + Cha mod vs Nausea for 1 round. At 11th level, the Nausea lasts for 2 rounds. At 7th level, you may use this ability twice per day; at 14th level you may use this ability 3 times per day.

Terrible Beauty (Su): You channel the terrible, wonderful beauty of your goddess to harm those who look upon you. At 7th level, the target must make Fort save 10 + 1/2 Oracle level + Cha mod vs Blindness. At 14th level, vs Stun and Blind. At 20th level, this functions as a Phantasmal Killer spell; those that pass their saves are Blinded and those that fail the first save but pass the second save are Stunned and blinded. You must be 7th Level before taking this revelation.

Trust Me (Su): Once per day, you can reattempt a previously failed Bluff or Diplomacy check, even if a second attempt would normally not be allowed. If that check would normally receive a penalty for being tried again, you do not take that penalty.

Wrenching Heartache (Su): Once per day, as a standard action, you can inflict a terrible attack on the psyche of a creature within close range. The target creature suffers 1d4 damage per oracle level. The damage is untyped, and can be halved by a successful Will save, DC 10 +1/2 oracle level + Cha mod. Mindless creatures (creatures without an int score) are immune to this attack, but creatures immune to mind-affecting effects are not. Although the title implies it, the creature need not have a cardiovascular system to be affected, or even true emotions - this ability affects any creature with an intelligence score. You can use this ability one additional time per day at 5th level and every five levels beyond that.

Final Revelation: Upon reaching 20th level, your connection to divine love allows you to take 20 on any Charisma based skill. You become immune to all spells of the Charm subschool, and receive a bonus on all saving throws equal to your charisma modifier. Finally, the oracle gains the Timeless Body ability.

***

Most of these abilities are either direct copies or mild alterations on existing revelations, with a refluf. Those that aren't I tried to balance with existing revelations. I also tried to cover a broad interpretation, from pretty shiny Shelyn to darker harsher Calistria.

So, thoughts? Balance issues? Are any of these too weak to be worth taking? Are any way too good?

-- Zelgadas Greyward