Plague Steed

Zombie Boots's page

125 posts. Alias of BloodDragon.




Hey Guys,

Talk to me about Item Mastery and the Occultist class.
With the Feat Implement Mastery (from Magic Tactics Toolbox) an Occultist can pick up other Item Masteries in place of Focus powers in addition to any they snagged as feats. They get more uses per day out of them by burning (lots) of Mental Focus.

Has anyone looked into this? Any good options?

Energy Mastery might be neat assuming the ruling allows an Occult access to Lightning Bolt! (A level before wizard? A level after wizard? Never?)

Concealment Mastery is laughably awesome.

I'm running a Caster/Blaster/Controller Occultist myself and just looking for more options


Question regarding the Monk of the Empty Hand Archetype, and the (what I find as) peculiar wording.

Reprinted proficiency section for convenience (Hope that's Ok to do on these boards?)

Monk of the Empty Hand:

Monk of the Empty Hand wrote:


Weapon and Armor Proficiency:

Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a Two-handed weapon functions as a quarterstaff.

This replaces the normal monk weapon proficiencies.

My question is: "Does the Empty-Hand still take the -4 penalty for wielding any improvised weapon?"
Actually does he take a -4 penalty for wielding EVERYTHING? Except shuriken and fists I guess.

The entry states:
-treats normal weapons as improvised weapons
-Empty hand are proficient with the shuriken only
-No actual mention of other Proficiencies, Such as improvised weapons.

Is this merely an oversight and the intention should be clear? Or is the Empty-hand intentionally like this for some reason?


Halflings, Gnomes, Kobolds even!

Is your party nick-name "Ankle-Biter". Always being cut-"Down to size" by your party members snide remarks. The party half-orc jokingly says that some tasks may be too "Tall an order" for you?!

Well enough is enough! I propose this space to list Tall-Jokes, or comebacks to short-jokes!

We will no longer be on the "Short" end of these jokes!


Hey I’m looking to build a character that makes use of Improvised Weapons (Picking up rocks and chairs), and specializes in dirty tricks. Starting at 1st level aiming to max of 10th level ish, maybe 12th.
Kind of Mafia body guard, bouncer idea. Current Idea:

Traits: Dockside Brawler (Brass knuckles great for flavor), Surprise Weapon
Rogue 2 / Slayer 2 / Vigilante Rest (Rog1,Sly1,Sly2,Rog2,VigilX…)
or straight
Rogue 2 / Vigilante Rest
Deadly Surprise (or) Improved Catch Off-Guard, at first. Great Dirty Trick at 7th level.

Rogue (Make-shift Scrapper) for SA, Catch Off-Guard, Throw Anything, and 2nd level talent Dirty Strike. If this version of Dirty Strike is used to blind, it can’t be removed for 1 round. Sneak attack again, add a different debuff.
Slayer (Bounty Hunter): (Slow) Dirty Strike, Full BAB, Boost to saves, study nets gains a “Meh”, Sneak Attack if I took another level. Not so sold on this one.
Vigilante (Avenger): A class I’d really like to try. It doesn’t hinder the build and adds the Expose Weakness Talent and slick Social Talents. Pick up Vigilante Talent: Rogue Talent: Underhanded Trick, asap.

Maneuver Master Monk: I thought of the Master of Maneuvers 1 / Whatever x. Throw in Kata Master Arch and pick up Dastardly Trick Feat when I can. But I really dislike the requirement of needing a full-round action to pull off a dirty trick, and Vigilante's Mad Rush is a long way away. The other options up above are able to do it by 3rd level on Standard Sneak Attacks, which you can mix with charges, spring attacks, or just move and hit. No extra feats required. I am guaranteed at least one free SA with Deadly Surprise or Improved Catch Off-Guard.
Fighter Cad Archetype attempts to pull off everything I am looking for, but comes off a bit lack luster in my opinion. Not being able to pull anything off effectively until 7th level. If someone can make a case to change my mind by all means.

Am I trying to do too much with the Improvised / Trick mix? Do I need to add in some more damaging options? Opinions and suggestions please.

No 3rd party except Dreamscarred Press Psionics. Path of war stuff I'd have to make a case for.


Hey Homebrewers,

The Story:
So reading the Vigilante class, and it's easily in my top 3 favourite classes written for anything that uses a d20. Reading the social talent Safe House and I thought that it would be neat if this was a Demiplane (of the same sizing that governs the Safe House Talent). That spiraled off into all sorts of ideas into an Archetype for Vigilante that deals with the great beyond, outer spheres, and planes.
TLDR:
So I'm looking to make a Planar Archetype for Vigilante but as a ammeter brewer I'd like some help on ideas on what to add, what to take away, perhaps even some wording

Dual Identity You now have two Identities that are both your Vigilante Identity and Social Identity, but you must designate that your identities must have one (or more) of their alignment components in opposition of the other. Law vs Chaos, Good vs Evil, etc. In addition you my take True Neutral and chose LG, CG, LE, or CE as it's opposition identity.
(For the sake of the DM, perhaps the Vigilante should have a “True” alignment, that is undetectable.)
This changes the Vigilante's Dual Identity

Talents:
Personal Demi-PlaneSocial: Acts as the safe house talents. The entrance is a Portal Gate which you must construct at a specific location. This is a pocket extradimensional space.

Personal PlaneshiftSocial: You no longer need a gate to access your demi plane (but you may still use on), preforming a 10 ritual allows you and up to eight creatures to be shifted to your pocket dimension. When you repeat this ritual in your demi-plane it teleports/planeshifts you to the exact location of the previous plane you just left.
(Perhaps use something like the Animate Object size rules to aid in transporting how much and many creatures and objects?)

Prefect TeleportSocial: You are able to designate a point in space and whenever you use teleport or planeshift, you are able to teleport to that location without error. You may share this prefect designation to anyone who includes you in the spell, or consults you while casting the spell. You can keep a number of designated point up to your intelligence Mod (min 1)

JaunterVigilante: Gain a pool of points some how that allows you to access some more spell like abilities. Similar to monk’s Ki pool.
A follow up talent at 8th level to spend 2 point to cast Dimension door.
More advanced at 12th to spend 4 points and cast teleport.
Even more advanced at 14th to spend 6 points to cast Planeshift.

Warrior from BeyondVigilante: Gain Favoured Enemy +2 against any summon, called, or conjured creature. Upgrades every 8 Vigilante levels, stacks with Rangers Favoured. Increases by +2 if you take Warrior of the Spheres after taking this Talent.

Warrior of the SpheresVigilante: Gain Favoured Enemy +2 against extraplanar creatures with an Alignment type that are in opposition to your current Identity. Upgrades every 8 Vigilante levels, stacks with Rangers Favoured. Increases by +2 if you take Warrior from Beyond after taking this Talent.

Portal MasterVigilante: You may preform a 10 min ritual on an doorway, entrance, or archway. To imbue the passage with portal energies transforming it into a portal. The portal does nothing and does not activate until you perform the ritual on a second passage way. Linking these two portals allows any creatures that pass through to instantly transport to the other one. You may designate requirements or restrictions to activate either of the portals. For instances: "A creature must carry a key through the doorway to activate the portal"
You may only have two portals activate in this way at one time. You may dismiss or destroy a portal if you are within 100ft of it, or are standing on the other side of it's linked portal.

This is just what I have so far. Comments, thoughts, Ideas?


So question to see if any of these work.

1- First if I place a Ranger Trap using "Expansive Trap Ability" feat, which lets the trap take up 4 squares instead of 1. Can I place a trap under the feet of an opponent, thus setting is off?

2- Kobold Snare Setter has "Deadly Traps (Ex)" which says:
"Snare setter's traps deal an additional 1d6 points of damage on the first round they're activated. This damage is of the same type the trap normally deals."
So empathizing on the "same type the trap normally deals"
How does this effect something like the:

-2a- Blightburn Trap: Increase ALL the damage types? Ones of my choice (Con Damage)?

-2b- Over-sized Barbs Trap: 1d4+1 barbs which each dealing 1 point. Extra Xd6 PER barb? Or just Xd6 to the trap overall?

-2c- Poison Trap (Su): Inflicts poison which is part of the trap, normally 1d2 per 6 rounds. Snare setter only increase the damage on the First round, but possibly 1d2+Xd6 Con damage?

3- Does a Slayer's studied target apply to Traps you set? I assume yes.

4- Can you pick up (some) of your traps? Swing them as Improved weapons? Boxing glove bear traps would be wonderfully scary.


Hey all

I will be resurrecting and DMing a seafaring campaign of mine, and what I seem to be in need of are Seafaring rules which everyone can be happy with.

I gave the PC/Crew a ship and they have gone the realistic route of hiring on a crew, then hiring on ex-naval officers, hiring carpenters and outfitting the ship for combat. The captain(PC) has set up crew rotations and times am/pm when people would be on posts based on the brief blurbs I said about them. Stat wise they are mostly level 3 experts and some level 3 warriors with the helms man being a level 7 rogue/warrior. The 4 PCs are about level 11. Druid, Bard, Ranger, PsiWarrior

I don’t have a problem with any of this, I love it when my PCs really get into things or get attached to things! What I AM having a problem with is how to handle, how they are handling things. When EVER an issue arose on deck (Like a random encounter or storm) the FIRST words out of the Captains mouth is “Well where is helmsman/naval office/Profession-we-hired and what is he doing about this/handling it/why hasn’t it been taken care of? And I am left with a strong feeling of that the PCs are saying that they shouldn’t be doing anything at all, and that the NPCS should handle whatever seafaring encounter they come across while the PCs kick back and do nothing.
On the flip side of that coin the same player(s) also drill me for “What good are all these ranks in profession sailor that I have!?” And I’m just about to strangle said player shouting at him “Why do you need ranks in Sailor at all when you specifically hired NPCs to null-and-void your ranks!?”

I’m frustrated, because I’d like the PCs to do as they please but the reason they are the heroes of the story is because they are above human and are able to take on things NPCs can’t. Before anyone suggests it, I have spoken to my players about it, three times over the last twoish years. They reasonable listen to me, and we make changes but things always seem to come around again, so now I’m looking for outside help.

If you’ve listened to my rant this far: What I am really looking for is a set of Rules for Sea Faring sailing, ship combat, and handling grid map combat on their ship, which incorporates all of these people and modification the PCs have hired, but rely (mostly) on the PCs character sheets when it comes rolling.


Hello all!

Looking for some spell suggestions to help fortify our party's Homebase.

Last session with my group we ended up getting some valuable Plot McGuffins and cash loot that we'd like to store at our home base, and said items need protecting.

As the party spellcaster (Level 10 heavily focused Illusionist wizard, Mythic 1), the task as fallen to me, and our Rogue9/Bard1/Mythic1 to trap up and make safe our home.
I have unlimited access to every spell 3rd and lower, most of the 4th level spells, and restricted amounts of what I can do with 5th. Safe to assume I own any illusion or Shadow spells of any level, plus Permanency, & Lesser Planar Binding.

The home in question is a two story house on the outer edge of a Lakeside town, nothing particularly note worth about the house or landscape. We have a maid (Former rescuee) who looks after things- and although she's been incredibly trust worthy in my opinion, the party seems to have reservations about telling her everything, so she is to have limited access/knowledge on trappings.
We normally don't have access to the house for days on end- even with teleport. So spells that require refreshing might be an issue, but we'll take then into consideration anyway.

Advice Please, and thank you in advance!


Hey all.

So I'm new to PFS, I got two session under my belt thus far, and I'd like some clarification on how exactly buying items works.

When you BUY something at the start of a session with the gold you've accumulated, you have the item or items- yay- And are able to use it thusly in the current session. Great.

Any item, gold, trinkets you find in the campaign/session itself are los-ahem- Turned over to the Society itself. But you gain PP, Fame, the ability to purchase certain items, and a lump sum of gold according to the chronicle sheet.

After the session ends, my CURRENT understanding is that you lose (Return, Refund) all items that you have bought at the beginning of the session with your starting Gold, and are basically refunded everything. So at the start of next session you are naked but have your total lump sum of money and can buy the same or different items again- (based on fame, chronicle sheets, etc, etc.)
Any items you buy through PP, you get to keep permanently, because PP is never replenished you have to earn more.

Is this correct?


Hey All.

I need some advice setting up as a PFS GM.

My LGS has as of last week just got into the PFS. There is a little bit of a story. They've asked me if I would like to GM for them, since the store itself is new to the RPG scene and I'm the only "Real RPG player" they know. I've 15 years experience playing and GMing Mostly D&Deqse stuff, but other RPGs as well. Played plenty of PF, never PFS thou.

So we had the first PFS game day last week. Turn out was ok. We had the regional Venture Captain for our area show up and two of his "Trusted" GMs who hosted the night. I played an oracle for that session (-which I still have not signed up on the site yet, oops). I asked a lot of questions from the more experienced GMs/VC, about the particulars, It was all good fun.

So now this week is rolling around and the VC or the previous GMs will be unlikely to make it again. So the store owners have asked me politely if I'd be ready to take up the reigns. I'm not sure I feel I am, but I want help the store grow a RPG community- because that's in MY interests as well.

So I'm coming here asking for help, advice, or very important things I should know. I've been reading as much of the Non-cost PFS resources from Piazo that I can. I'm not sure if I'm reading the right things or if I have everything. I'm not 100% what I should really be looking out for. I assume the players will be continuing with their level 1s they made last week.

Just... A little help if you fellows would be so kind. That's all I ask.


Hey all.

I'll just fill you in on the situation, and if you feel you can share some wisdom of any sort, feel free. There is no TLDR version.

The LGS I frequent, up to this point has mostly been a Magic: The Gathering only. They've been trying to start up RPGs recently with some amount of failure (mostly a space and time thing). I'm not a Regular-Regular by any means. They know me by name, but they know many other store goers far better.

Out of no where I get an email from them asking (Paraphrased) "Hey we've finally got a pathfinder game day and such set up sorted out, etc. We are looking for DMs and players. Would you like to join? As DM if possible?" The setup I believe will be a one-off adventure to see how it works for them. There will be two DMs and four-five players under each. Room size if it matters is good but not "great".

I've since spoken to them saying "Yeah I can show as whatever you need." And obviously they are attempting to corral me into a DM position. As we are a rare breed I guess.

I've got... 15 years? (Yikes time flies) playing, DMing, GMing experience across a few RPGs out there, but always with friends when I DM and not strangers. So that makes me kind of nervous. I wonder what kind of adventure I should even run? Is there a good one-shotter? I was thinking the we be goblin campaign, but what if there are brand new players? Does that matter? preconstructed characters or not? etc etc.

I have no specific question. Just kind of tossing my line out there and seeing what you fine fellows have to offer as advise. Clearly I'm a little nervous- and rambling.


------== Semi-Spoilers ==------

Set up:
- My players have almost reached the end of Tides of Dread. With the Crimson Tide about to wash in two sessions from now.
- I’ve set up story lines behind the infamous seven. In my case Baaragrauth (The Dragon Eel) is particularly harassing the Burowao (Fishing) clan.
- We are playing Pathfinder

The story:
So last session in an effort to steer my PCs towards the Dragon Eel hook, I had Avner get friendly with one of the Shaman’s Daughter of the Burowao Olman Tribe. I wanted to do this because it would keep the party close to Farshore for when the Fleet arrives also allowing them to get in another epic dino-fight before the pirates. The part work.

Now their answer to Avner situation took me by surprise. Since they have a lot of sway in farshore and Lavinia is Lord Mayor they proposed Avner now have to wed this daughter! They came up with several reasons: It’ll appease the Burowao Shaman, Strength ties between Farshore and the Clans, Morale for Farshore, get Avner out of the way (...). I thought the idea was so hilarious I couldn’t say no.

So now what? The PCs haven’t told Avner himself yet, and they will be escorting him to the Burowao to take his new wife and then venturing onward to kill the Dragon Eel.

I would like some ideas for Avner scale Mayhem. Suggestions?


Hey folks.

I'm doing a little shopping and looking for the best Scrolls and Wands to gear up my 8th level Gnome Illusionist with. My ban schools are Evocation and Enchantment.
If you would like to suggest something in the range of your top 3 scrolls and top 3 wands I would more than appropriated that. I'm trying to get a feel for the fineries in Pathfinder as I see they have ever so slightly changed a few little things, which make big impacts.

Please and thank you in advance.


Hey there.

I don't know the best way to ask for this help so I will just explain the situation.

I am currently playing a Gnome Illusionist (Shadow) 7. Banning evocation, and enchantment.

We just hit a treasure haul and our DM rewarded me with a hat that grants me the Augment Summoning feat and extends all my summons. In addition I now have spell book which contains all wizard summon monster X, planar binding X, and a list of some true names (Fun!).

Now that I've apparently be delegated part time summoner I've been looking for a list a good summon spells. In short I can't find one. I've found plently of 3.5 versions (Treemonk's for example) but the majority of summon monsters has been over hauled (or removed...) so I was wondering if someone could point me in the right direction to find a pathfinder version?

Why?: So I can write up some monster cards before hand, and not bog down our game. Which is personally my biggest peeve.

.

.
IN SHORT: Need a list of the good-to-best Summon Monsters for Summon Monster I to V.

Please and Thank you in advance.


So I'm sorry if this belongs in another forum but I'd just like a quick question answered, and direction to the FAQ forums.

First Pathfinder game, I'm looking to make a Wizard. All the Sub-Abilities/Spells that are granted to wizards by their Arcane School. What is the DC for them?

Any advise is appreciated, Thank you in Advance.


So I'm playing with a new group through STAP, and they are reaching the end of the Sea Wryven's Wake.

I could use some advice on my next move:

Now last time I crashed the party's boat and had them haul all the survivors across the Isle, they took that in stride but had ended up telling me that they didn't like the situation they were in. Saying that protecting the civilians really hindered they want for exploration.

My new group is currently about to crash into the Sargasso, and these guys, being such huge horror fans, I'd be silly not to do it. Anyway they have put alot of effort into this ship, I mean, alot. They asked for a list of all crew, made up rotational time tables, drew out their ship in Auto-Cad (or something)- They were right into the planning. So this presents to two problems:

-Crashing their ship will probably have them leap across the table and keelhaul me, but I'd really like them to get a feel for the island.
-I'd like to avoid them having to drag their crew around everywhere, but I'd rather not just kill off the crew that would be very railroady and besides... Avner is still alive.

So any suggestions?

My current line of thought:
Have the Sargasso be extremely close to the Isle so when they kill the Mother of All the Sargasso instantly turns into slop not giving them any time to return to the boat, unless they specifically ensure they have a safe path. Washing them to shore in time for T-Rex dinner. The crew mean while ends up sailing a bit further down the coast before crashing the Wryven closer to farshore. Both "Parties" will meet in or around the Olman gate near farshore where Avner has begun to stir up more trouble.

I'm really open to anything through.


So I’m running my second group through Savage Tide and decide to do things a little differently this time around for the Jade Raven.
Now one of my favorite classes of all time is the Binder from Tome of Magic, and the fact that new vestiges show up late game in STAP is great, James Jacob making his own Vestige (The Green Lady) even better, so I wonder why the heck is binding not introduced sooner? Enter the Tome of Ravens.

My PCs are about to finish up Bullywog Gambit and I quickly wrote up some stats for the Ravens. We are running a Pathfinder game so between Tome of Magic & Battle now being Pathfinder there was a little leg work to do and I am unsure if there are problems in these stats or not. If you find any please point them out and fix them if you can, it would save me a lot of book reading.

”Post 1 – How and Why, the Ravens Explained”:
Kaskus Kiel is now Morden Kiel devotee to the church of WeeJas. His stats are mostly pull right out from the example Binder in the Tome of Magic (Morden), and all of Morden Kiel’s items are slight variations from the Original Kaskus. His personality is widely unchanged he still has a deep love for the beautify of nature, originally from the Cairn Hills, and having grown up with heavy influence from the Cult of the Green lady.
All churches (with the exception of Vecna, Weejas, and Followers of Primus) follow the Heterodoxy and Heresy rules, including Demonic, & Devilish Cults, and the Church of Pelar. “Burn the Witch!” No one likes Binders. Morden keeps his powers very hush-hush and only confines in friends. He calls himself a “Follower” of Weejas when asked but never calls himself a “Holy man” or “Cleric.”

Liamae is pretty much cut and paste Sorceress and all, with the addition that she always found the night to be the most romantic and always whispers her desires of love to the night sky. One day she found that the night itself answered back.
As per normal Shadowcasters they are not “Evil” but they are distant and exotic. Shadowcasters are generally looked down upon as a “weak” class, which is true, but a quick spin on any of those optimization boards will show you how to slap a decent one together. I however am not concerned because they are not supposed to overshadow the PCs but this will wow them simply because of its uniqueness.

Zan Oldavin. Zan? Oh he got cut years back. Cut in half that is. By a Lizard with a big sword. The Ravens soon met a human- an Ex-Scarlet Brotherhood of all things with a burning hatred for his ex-country, himself, and is generally moody all around. Kyo the Unlucky is possibly a large source of friction between the PCs and the Ravens. He has a large burn across his body and up along the side of his face, not disfiguring, but the scars are there. Kyo an old PC character that my PCs will probably get a very good kick out of. Converted Legend of the 5 Rings into 3.5 then to Pathfinder. There. Are. Errors. The Plan: Pathfinder Monk 2 / Inko 18.

Tolin Kientai. Tolin is to be my Tome of Battle dummy focusing on White Raven disciple (Or perhaps Jade Raven discipline? No? Bad joke? Alright.) but for the first adventure I really couldn’t care to stat anything seriously out. Swash 3 / Warblade 17, Cursader 20? Something basic, these aren’t suppose to over shadow my PCs.

I’ll be updating the Ravens here as I progress in the campaign.
Bullywog Gamit

Morden Kiel:

Male Dward Binder 3
CN Medium Humanoid
Init +1; Senses Darkvision 60ft: Perception +0
Languages Suel Dwarven
AC 17, Touch 11, Flat-Foot 17; +4 vs Giants
HP 26 (currently-7, 3 HD)
Resist +2 vs Spells, Spell-like
Stability +4 CMD vs Bullrush & Trip
Fort +10 (+12 Poison), Ref +4, Will +7
Speed 20ft (4 sq)
Melee: +1 Staff +9/+4 (1d6+3) or
Melee: Mw Ceremonial Dagger +9/+4 (1d4+2/19)
BAB: +2; CMD 15, CMB +3
+1 on Attack vs Reptilian Humanoids.
Vestige Typically bound: The Green Lady ; EBL 3rd (Bind as +2 level), Binding Check 1d20+ 8
Abilities: Str 14, Dex 12, Con 16, Int 8, Wis 12, Cha 16*(18)
SQ Pact Augmentation 1 (+1 AC), Suppress Sign
- Turn/Rebuke Undead: You can turn or rebuke undead as a 3rd level cleric. Morden choose weather it is to be Turn or Rebuke at the start of the day. This ability is usable once every 5 rounds
- Arcane Knack: You can use spell trigger items, such as wands and staves, as a 3rd level wizard.
- Gift of Magic: When youbind the Green Lady pick a 1st level spell, Morden Caster may cast it as a 3rd level Wizard. You may only use this spell once eveyr 5 rounds. Morden commonly picks Mage Armor or Ray of Enfeeblement (1d6+3 str)
- Lore of Magic: Examine an item for one minute, after which you make a Spellcraft check (DC 20 + the magic item’s Caster Level). Success idenitfies it, Success by 10 or more, you also note any curses the magic item may bear. You cannot retry an attempt to identify a magic item.

Feats: Suppress Sign(B), Ingore Special Requirements, Improved Binding
Skills: Bluff +5, Know The Planes: +0, Perception +3(+2 if stonework), Spellcraft +5
Combat Gear P. Expeditious Retreat
Possessions: +1 Chain Shirt, +2 Cloak of Charisma, +1 Staff, Goggles of Minute Seeing, Ceremonial Dagger (+2 on Binding Checks), Prayer Vestments, 35g

Liamae Teslikaria:

Female Human Shadowcaster 3
LN Medium Humanoid
Init +1; Senses Darkvision 30ft.; Perception +4
Languages Suel, Flan, Dwarven
AC 12, Touch 12, Flat-Foot 10
HP 15 (currently 3, 3 HD)
Fort +6 (+12 Poison), Ref +3, Will +6
Speed 30ft (6 sq)
Melee: Unarmed Strike +0 (1d3)
BAB: +1; CMD 13, CMB +3
Mysteries Known:
Fundamental 3/day
- Arrow of Dusk – Touch Ray Attack – 2d4 nonlethal x3 critcal.
- Mystic Reflections – As Detect Magic
- Black Candle – As Light Spell or Darkness Spell (0th level), Rds/lvl
Apprentice Mysteries 1/day
- Carpet of Shadow – Min/lvl; Three 5ft squares cost x2 movement to move through.
- Black Fire – Rds/lvl – Ref 16– Five 5ft squares burn creatures passing through for 3d6 fire.
- Steel Shadows – 10min/lvl personal– Gain +3 Armor & +3 Shield to AC Abilities
Str 8, Dex 14, Con 13, Int 12, Wis 12, Cha 15
SQ Umbral Sight
Feats: Path Focus, Shadow Cast(H), Empower Mystery, Greater Path Focs(B)
Skills: Perception +4, Know (Arcane), +7, Know (Arcane), +7, Spell craft +9,

Kyo “The Unlucky”:

Male Human Monk2/Inko 1
LN Medium Humanoid
Init +1; Perception +9
Languages Suel, Flan, Elven
AC 14, Touch 14, Flat-Foot 13
HP 26 (currently -4, 3 HD)
Fort +6, Ref +6, Will +8; Evasion
Speed 30ft (6 sq)
Melee: Unarmed Strike +3 (1d6+2) or
Flurry +1/+1 (1d6 +2)
BAB: +1; CMD 18, CMB +5
Void Pool: 2
SA: Flury of Blows (-2), Unarmed Damage (1d6), Kyo may use a Stunning fist attempt to add +1d6 damage on his attack.
Str 14, Dex 12, Con 13, Int 10, Wis 17, Cha 8
SQ: Monk AC+0, Monk Speed +0, Deflect Arrow, Void use (May spend a Void point to add +2 to attack roll, skill check, or Ac for 1 round as a free action.)
Feats: Midnight Dodge (H), Stunning Fist(B), Deflect Arrow(B), Combat Reflexes(B), Mobility, Void Use(B), Combat Expertise, Fists of Iron(Kiho)
Skills: Balance +6, Escape Artist +5, Perception +9, Tumble +7, Truespeech +3

Tolin Kientai:

Unchanged for now.


Wormfest Games!

So damned if I can find it, I know a year or so ago there was a thread about mini-games the players can play at the beginning and possibly end of Bullywogs Gambit, but it looks lost now

So lets start an updated one! What are some games that could be played at the STAP Worm-Festival. Something like ring toss, Archery games, Cooking contest, heck anything game like really.
If you could do quick and dirty DC, stats or what have you, would be appreciated. If everyone throws one game in we’ll all have an assortment to pick from.

Game #1: Using the fortune-teller NPC in the ST handbook to foreshadow future events. Not much as a game but fun.

Game #2: The Sassarine Cook off. Two hour cook off competition to compete for the snack title of Sassarine. Worm related foods tend not to be appreciated despited the festival theme.
10 GP to enter contest.
Four checks will be needed.
0 Successes means that your character is kindly asked never to cook again. All in good spirit.
1** Success means you stayed in the race and your food has some admirers.
2 Successes means Third place 50 gp
3 Successes means Second place 100 gp
4 Successes means First place 250 gp
**If the player only has one success but he rolls a natural 20 or incredible high check, the player’s meal gets an honourable mention but no prize.

Profession [Cooking] (or whatever best applies), Wisdom or Intelligences checks if need be.

Checks will be:
DC: 14
DC: 19
DC: 23
DC: 25
*If two players enter the contest and they receive the same Success results there is a cook off between the two. Highest check gains the prize, loser is bumped down one winning.


-Spoilers-

Without getting into the precise details (as they are messy and involve some drama), my players has elected to start up a new group of characters, however the group has asked that instead of starting a new campaign that they stick to and finish Savage Tide.

Alright I so… Now I have a completely new group of people with no ties, links, or reason to bother with the Lavinia’s problems or her little troubled Island, or this Shadow Pearl Nonsense- So how do I involve them? The original Group left off after completely clearly out the City of Broken Idols… except Khala (Hence messy).

So the idea is this party is going to eventually pick up right where the last level 12 party left off. My current line of thought is to start the new party off at level 10 in Sassarine and have them investigate sooomething… Which leads up to them wants to take a boat to the Ilse of Dread to investigate further. Perhaps they should investigate the Farm where Vanthus worked just five years ago to find the place overrun by demonic farm animals and Savage Farm hands… This is lead into more run ins with the Crimson fleet.
Perhaps once the PCs arrive at Farshore the small town is under skin walker attack?

Ideas? The party will be starting at level 10 so I have some lead up to “current” events. (Ba-dum-chin!)


Edit to the Seduction ability:

Seduction: You find it easy to foil minds with your enticing words, as a standard action you may make a touch attack and use Suggestion as the spell. At level 16 and up cast you cast Mass Suggestion as the spell instead of Suggestion, you no longer require a touch attack. You may only use this ability once every 5 rounds. You may add +2 to the Save DC if the suggestion is of a sexual nature.

----
Wish I could just simply re-edit my orginal Post, this is a unintended bump.


**Spoilers ya-da ya-da da-dah da-dah**

Would anyone happen to have a copy of the tactics used round by round for Wastrilith/Project Image, and/or Khala fight in COBI.

I've Read Pygon's Play test but as usuaful as they are, that's generally a over view of power agaist his specific characters. Although I'm probably going to end up molding my fight to look similar to that any way... hopefully not taking as many tries though.

Any help of how you handled anything in on Taboo Island as a whole would help me out greatly (What you changed, didn't change, unexpected). Please and thank you. :)


**Semi-spoilers you’ve been warned.**

So my D&D campaign has been on hiatuses for the last month or so and I’m just jumping back into the game. I find myself at a creative loss. My players a group of 5-6 (depending on the day) have just finished up the Crimson Sun-set in Tides of Dread and are now embarking on the Lightless Depths.

However throughout the Tides of Dread a series of side quests that they’ve/I’ve created have popped up. Most notably Churtle has been thrown to the local tribe of LizardFolk on the main-land and the PCs wish to stage a daring rescue for the little cook. I’d like this setting to be somewhat memorable instead of just a random encounter in Lizardfolk ruins, but not sure what to spice it up.

Second on the list: A traitorous Yaun-ti Cleric has turned coat and is now in fact a PC character. Since the Yaun-ti Sorcerer from the Crimson Fleet attack has actually escaped along with a few of his comrades I’m planning on having Sorcerer come harass the PCs for revenge... somehow.

Lastly I dislike how after “Tides of Dread” Avner simply drops off of center stage. I’d really like a reason to bring this character back into the foreground. Perhaps have something happen to him involving the Dragon Eel? The PCs have been eyeing this Infamous Monster for a while now.

So I am suffering from a mild writers block at the moment and have come to the STAP boards to see if any suggest/ideas can get my creative juices pumping again. So any advise at all is very much appreciated, please and thank you.


***Spoilers!!***
I don’t understand why Players are allowed on these boards OFCOURSE spoilers! Maybe I just don’t like typing spoilers all the time?

So Tides of Dread is an excellent place to flex those DMing muscles and throw in some flavor of what you want out of Savage Tide, however last session after running the mini-adventure of Troglodyte attacks on the East Gate (of farshore), I felt very under whelmed and my PCs were seemed unimpressed. I understand the Trogs weren’t supposed to be a challenge but if the encounter is not at least interesting then what is the point?

So fellow DMs I’d like to ask how did you guys run the “Theif at the Warehouse” encounter and the “Inspection of the Eighth Olman Tribe" encounter? I’d be interested in how you handled the situation and setup for it, and more importantly, what did you change?

Also any other adventures that you DMs crafted yourselves in Tides of Dread would be wonderful to hear as well! New ideas are never unwelcome.


Zan Oldavin for the past few years have thrown his lot in with a group know as the Jade Ravens, in the employment of noble Lavania Vanderboren. Due to a series of events Lavania has taken up the company of another Adventuring group (The PCs!) and have set out on an expedition to a small colony called "Farshore" on the Ilse of Dread. The Raven's have been dragged along in this, and ever since Zan Oldavin has been on this damn island colony and he's regretted every minute of it. His dissolving loyal to the Jade Ravens was the only thing that got him on the boat in the first place. Now here he is 10,000 miles away from the comforts of civilization and it's those PCs fault!

Zan Oldavin spends most of his time in the (only) tavern drinking his worries away. He fears the interior of the island because he's seen what kind of creatures dwell within. He's taken to pulling pranks on the colonists for amusement, but has turned his attention to those he believes are the reason why he's here… the PCs!

So what are some harmless yet hindering pranks Zan can pull on the PCs as they strive to shore up Farshore’s defences?


Edit: Bump: Semi Reviving thread. Please read post #10. :)

**Chapter 5, Dungeon 143, Tides of Dread. Spoilers as always!**

I’m having trouble finding mention of this in Dungeon 143 or maybe is was a fellow DM that suggested it.

Spoiler:
It has been mentioned that the Jade Raven may be able to venture off and aid the PCs in doing various tasks around the island and gain additional victory point for when the PC are busy with “More important tasks”

So how does one handle the Jade Raven’s adventurers? What defines success and failure? It has been suggested to me to have the PC take over the Ravens for their tasks but I know my PC won’t like that option so much. So is there some formula/chart/success rate I can use to determine how successful the Ravens are?

The PC do have a fair amount of interaction with them (Including Relationships) and would appreciate their help, but taking over NPCs they have no “connection” too just would not sit well with them.

And since I'm asking, for you DMs: How did you handle -Tides of Dreads- over all? I enjoy hearing how other DMs have done it so I know what to watch out for or fun ideas to incorperate.


So my PCs have randomly decided to venture on to Raju Isle delaying their trip to the Ilse of Dread. As described in SWW Raju is a island with high cliffs and a possible place that the PCs “could” stop off to investigate. So Ural mentioned in passing that the island has “some old dungeons” on it, when asked what island they were passing. The party druid practically snapped and immediately asked “With Treasure!?” and Ural’s answer was “Well I suppose there might be some.”

This completely took me off guard as the party is normally pretty focus on what ever task is in front of them, and treasure is probably the LAST thing on the parties minds. In hind sight however they haven’t really been enjoying the sea voyage... at all.

So more or less I need an idea on what Raju contains. I was thinking maybe I should have the Mother off All “Attack” the island so I could speed up the sea voyage. Any other suggestions of what this mysterious could Island contain?

I'm looking for something a little exciting or interesting to liven up the boring sea trip.


If you’re a player do not be reading this thread! You’ve been warned or else the Dice gods will visit a wrath upon thy.

I should have posted here on Monday.
Anyway my PCs are about to enter Tamoachan, however one thing that annoys me a little with STAP is the lack of old fashion Puzzles to challenge the PCs through out the adventure.

I’m not referring to death trap or pit falls that put the PCs in an awkward situation, such as a 10x10 room with the walls closing in and the PCs have 5 rounds pull a pair of levers in the correct order. That’s what I do when I want to punish my players, I’m referring to actual puzzles which “Challenge” (not punish). Puzzles in which you can give your PCs one or two sheets of paper with crypt designs, patterns, or numbers on them and await until they come up with a solution.

So I leave this post here so it can collect any clever puzzles, or riddles people care to post, or puzzles/riddles that have been used on parties before for other DMs to insert into their STAP. After all, any DM should have a decent collection of puzzles to stump the PCs when they need a few minutes (or hours) to read ahead in the adventure.

I currently have no puzzles of my own as I’m still trying to mull over which puzzles I should throw at my group (I’ve even resorted to flipping through my Myst Series notes, and even reading the original Tamoachan adventure!…), I’ve still yet to find a decent “Aztec puzzle” appropriate for my PCs level of skill.

I will post what I actually used on them come Tuesday, and probably the others I didn’t use as well.

P.S. Please [spoiler] or [colour=backgroud] any solutions or else it will spoil the fun.


So I have been running Savage Tide for about two months now, and my party of six has finally stumbled into Krakens Cove, and had their first run in with the Savage Creatures.

A recurring problem at our game sessions seems to be mapping out any rooms for exploration or combat. We normally use a large girded map that we can draw on with markers, but we find usually stopping to draw out room’s breaks the flow of the game. Drawing out entire sections of dungeons ahead of time doesn’t seem to be that great of an idea. Looking ahead in the adventure path: places like Farshore or other locations on the Isle of Dread are much, much larger then our 40x30 mat.

I suppose the short story to this question is what do you use to map out your Dungeons or what do you use for combat? I’m looking for suggests to help improve our group. Non-online suggests please, as we actually met and play at a table with D&D Minis.

Thank you all in advance.


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