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RPG Superstar 2014 Top 32, RPG Superstar 2013 Top 16. RPG Superstar 6 Season Star Voter, 7 Season Dedicated Voter, 8 Season Star Voter, 9 Season Star Voter. Organized Play Member. 166 posts (295 including aliases). No reviews. 1 list. 1 wishlist. 1 Organized Play character. 2 aliases.



Grand Lodge RPG Superstar 2014 Top 32, RPG Superstar 2013 Top 16

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So it's been a long time since I finished Part One: Bard's Handbook in what I still hope will be an extensive series of conversions of the AD&D 2nd Edition complete class handbooks to the Pathfinder rules.

As I noted for the Bard's Handbook, my goal here is to try to make the content in these books usable in and relevant to a Pathfinder game. Sometimes that will involve a conversion of a kit into an archetype or prestige class, or updating a spell or magic item to the PF rules. Other times it will just be pointing to an existing archetype, spell, or rule that covers the ground already. I'll try not to reinvent any wheels. And sometimes it will just be highlighting some of the cool, funny, or inspiring system-neutral ideas that can be drawn from the book. As always, I'm very grateful for any comments or suggestions on the conversions.

Finally, this isn't meant to be a replacement of the original book, but a conversion supplement. If you don't have a well-loved hard copy of the book, you can find a PDF at dndclassics.com.

So, without further ado, on to the Complete Ranger's Handbook!

Chapter 1: Character Creation:

Most of this chapter has been rendered obsolete by 3rd Edition and Pathfinder rules, but there is a nice discussion of primary terrain (p. 12), including my personal favorite thing in RP sourcebooks, a random table (Table 14, p. 13). There is also an optional rule for Primary Terrain Specialization, which is effectively made part of the Ranger class in Pathfinder.

Chapter 2: Ranger Abilities:

This chapter, again, is almost entirely superseded by 3E/PF rules, but it’s still got some things going for it. The discussions of tracking and nature lore are decent guides for GMs assigning different difficulty classes to Survival and Knowledge (Nature) checks.

Species Enemy: The rules have changed, but the random species enemy generator (Tables 20-28, pp. 20-21) is lots of fun. Since the table is based on single monsters, rather than types or subtypes, you’ll have to extrapolate, but it is a great source of ideas, and far more flavorful than the list in the CRB. It’s one thing to say that your species enemy is “outsider (native)” or “human” but you roll up “jann” or “slaver, human”, and you’ve got yourself a backstory.

Animal Empathy: The specific rules aren’t of much use here, but there are some good general guidelines for how animals might respond to a ranger based on Wild Empathy rolls, and why you want a ranger picking out your next horse with you.

Nature Lore: Not very helpful, but might give an idea of how to set DCs for Knowledge (Nature) checks.

Survival: Ditto.

Strongholds: There are a few paragraphs on building strongholds, which might hold some attraction for a ranger using rules from the Ultimate Campaign sourcebook. Especially the notion of a Floating Swamp Citadel (p. 26).

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Face in the Crowd CR 1
XP 400
CN Tiny Aberration
Init +2; Senses darkvision 60 ft.; Perception +7

----- Defense -----
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Size)
hp 7 (2d8-2)
Fort -1, Ref +2, Will +5

----- Offense -----
Speed fly 15 ft. (good)
Melee Bite +3 (1d4-3 plus possession)
Space 2½ ft.; Reach 0 ft.
Special Attacks possession, facewalk

----- Statistics -----
Str 5, Dex 14, Con 8, Int 13, Wis 15, Cha 12
Base Atk +1; CMB +1;
CMD 8 (can’t be tripped)
Feats Weapon Finesse
Skills Escape Artist +7, Fly +15, Knowledge (local) +10, Perception +7, Stealth +7; Racial Modifiers +4 Knowledge (local)
Languages Common

----- Ecology -----
Environment Any urban
Organization Solitary
Treasure None

----- Special Abilities -----
Possession (Su) A face in the crowd that hits a humanoid creature of 1 HD or less with a bite attack may immediately attempt to possess that creature (DC 12 Will save negates). The face in the crowd vanishes and is entirely absorbed into the possessed creature. This ability is similar to a ghost’s malevolence ability, except that a face in the crowd may possess a single creature for a maximum of 5 consecutive rounds. After 5 rounds, the face in the crowd assumes its natural form, adjacent to or directly above its last host. If a creature possessed by a face in the crowd is rendered unconscious, the face in the crowd may attempt to facewalk (see below) as an immediate action; if it fails to do so, or if no suitable target is in range, it reverts to its natural form. A creature that has succeeded on a Will save to resist possession is immune to that face in the crowd’s possession ability for 24 hours. The save DC is Charisma-based.

Facewalk (Su) Once per round as a standard action, a face in the crowd currently possessing a creature may transfer its possession effect to another humanoid creature of 1 HD or less within 5 feet (DC 12 Will save negates).

An expressionless mask of flesh floats through the air, desperately seeking the crush of a crowd.

Faces in the crowd in their natural forms are flattened ovoid masks of flesh with two milky eyes and a small mouth filled with needle-like teeth. Although they can survive indefinitely in this form, time spent not possessing a humanoid is constant agony for them. They prefer to facewalk through huge urban crowds, never assuming their relatively weak natural forms if they can help it. They relish causing chaos and violence (for example, by possessing a target in a crowd, striking a passerby, facewalking to that person to retaliate, instigating a riot, then facewalking away). They are, however, careful of their self-preservation: a face in the crowd will almost never seek to kill or incapacitate all nearby potential victims, always leaving at least one to which it may facewalk before its possession ends. Likewise, faces in the crowd prefer to quickly steer possessed victims toward groups of other humanoids.

Faces in the crowd lurk throughout the metropolises of Golarion, including bustling Absalom, the revolution-wracked towns of Galt, and especially the unruly cities of the Hold of Belkzen, where they can often indulge in their chaos-making for extended periods without anyone noticing that something is amiss. A face in the crowd’s flesh tone and facial features gradually shift to resemble those of a race or people common to the city it inhabits, and it retains vague memories from those it has possessed, making it well-versed in local lore.

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Star Cinder
Aura strong abjuration; CL 12th
Slot neck; Price 50,000 gp; Weight 4 lbs.
Description
This tiny flake of dark and extremely dense material, hung on a simple wire chain, seems to absorb the light around it. When activated, streaks of alien color play across its surface. Three times per day, the wearer may choose one energy type (acid, cold, electricity, fire, or sonic). All resistances and immunities to this energy type within a 60’ radius are suppressed.

The innate resistances and immunities of creatures with the elemental type are unaffected, but each such creature possessing innate resistance or immunity to the chosen energy type must make a DC 21 Will save every round that it remains in the area of effect or be forced to return to its home plane (as per the dismissal spell). Even if the save succeeds, the creature is sickened for as long as it remains in the area of effect. The star cinder’s effects persist for 10 rounds.

Requirements Craft Wondrous Item, antimagic field, dismissal, resist energy; Cost 25,000 gp

Grand Lodge RPG Superstar 2013 Top 16

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The 2e PHBR "Complete Handbooks" series were a mixed bag, at best. Some aspects, especially of the kits, embodied the worst of the inattention to game balance of that edition, and at times they seemed slapped together with little thought or creativity. But at their best, they remain some of the most inspiring and exciting books on my shelf. My first D&D book was the Complete Wizard's Handbook (I didn't realized I needed the PHB, too), and the thoughts of rolling up a Wu Jen who couldn't cut his hair or going off in search of a grove of trees whose shadows formed the words to lost spells really grabbed me. The illustrated list of instruments in the Bard's handbook was a godsend in the pre-Wikipedia era, and I *still* want to play a hive druid.

So this thread will be my attempt to revisit (and at times, hopefully, to redeem) the 2E complete handbooks. I'm not going to convert the books cover to cover, and I'm not going to reinvent the wheel. If existing Pathfinder or 3rd Edition material gets the job done, I'll just nod to that and be on my way. I'm not going to rework every kit as an archetype, though I will rework some of them. Sometimes I'll just point out some good "fluff" or flavor, and sometimes I'll try to rework subsystems for use in Pathfinder. These will be less a set of polished conversions and more a pegboard of ideas to snag, try out, and tweak. What I want to do is make these flawed and loveable books useable in a Pathfinder game, and I welcome your input or contributions (heck, if you want to take on an entire book, more power to you).

I'll start with what was always my favorite, the Complete Bard's Handbook (PHBR7).

Introduction & Chapter 1 (Character Creation): Apart from a very brief historical note, there's not much of interest in these sections for a PF game, dealing as they do with ability scores and Thief Skill adjustments.

Chapter 2 (Bard Kits): Ah, the kits. The most maligned and beloved materials in the Complete Handbooks. Often shoddy in execution, they were sometimes absolutely inspired, and the whole concept of kits has been reworked much more effectively as archetypes in PF. Here are some ideas on redeeming the Bard kits or elements therefrom.

True Bard (p. 16):

This is just your basic bard, and pretty much everything has been covered by the standard Pathfinder Bard.

Table 12: Legend Lore Results (p. 18) – The 2e Bard’s legend lore ability has been pretty much superseded by Spellcraft and Knowledge skills, and even in 2e, there was some weird overlap with identify and legend lore. In Pathfinder, standard procedure to identify properties of an item would be a simple 1st level identify spell combined with a Spellcraft check. Get the info, get on with that game. In 2e, it was a hassle keeping track of unidentified items and dealing with players’ frustration at not using them. Still, this table is kind of neat, and could be a good way of offering fragmented knowledge about some powerful artifact.

Blade (p. 18):

The Blade is a sword-dancer, a sabre-swallower, a knife-thrower: in short, a weapons-based performer. He may be a less competent combatant than your average fighter, but he sure makes it look good.

The Arcane Duelist is perhaps a suitable archetype to emulate the Blade; it’s a more magical and serious take, though, and the Blade as presented is less about actually enhancing his weapons than making his opponent think he is more deadly than he is. There are likewise some echoes in the Dervish Dancer archetype. The idea for the Blade could be shoehorned into either archetype, but neither of them hit the nail quite on the head. Here’s an attempt to capture the spirit; it's a little wonky trying to fit the Blade's abilities into the "Bardic Performance" system, but this is a potential way of going about it:

Perform (weapons display): This new Perform category involves virtuoso manipulation of blades and other weapons, including juggling, knife-throwing, sword-swallowing, and sword-dancing. If you prefer not to add another subskill, the Perform (dance) skill may be used to represent the Blade’s weapons display.

Blade (Bard Archetype)

New Bardic Performances

Defensive Spin (Ex): At 1st level, a Blade wielding a melee weapon may begin a defensive spin as part of the total defense action. He gains a +8 bonus to AC for as long as he maintains the performance and the total defense action (rather than the usual +4)
This performance replaces Countersong.

Weapons Display (Su): The Blade may demoralize his enemies by engaging in a dazzling display of whirling blades, staves, or other weapons. This performance replaces and functions exactly like Dirge of Doom, but it relies only on visual components, and the Blade must have at least one melee weapon in hand to employ the ability.

Trick Throw (Su): The Blade may make a Disarm attempt with a thrown weapon on a target within 30 feet. He applies his Dexterity to his CMB roll, but he does not gain a size bonus or Strength bonus on his CMB roll. Any size or Strength penalties still apply. Alternatively, the Blade may add a +4 insight bonus to an attack with a thrown weapon. Each attempt can only be made after the Blade completes a full round of bardic performance. The trick throw itself is a standard action made in the second round of the performance, and after attempting a trick throw, the Blade must wait for one full round of bardic performance before trying again. This performance replaces Soothing Performance.

Terrifying Display (Sp): This ability replaces and works exactly like Frightening Tune, except that it relies on visual rather than audible components, the Blade must have at least one melee weapon in hand, and the target flees until the Blade is no longer visible or ends the performance, whichever comes first.

Comments welcome. More to come...

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Word from a little Kobold has it that today is Wolfgang Baur's birthday, and, since we're on the subject of birthdays, I thought it'd be nice to wish him a good one too. Happy birthday, Wolfgang, and thanks for all your work, both as an RPGS judge and a designer & creator!

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A young man stands in the mire, his old-fashioned clothes caked in mud and his expression lost and forlorn. Then he is gone, leaving behind a nagging sense that something has been forgotten.

Abandoned One CR 4
XP 1,200
CE M Undead
Init +6; Senses darkvision 60 ft., blindsight 60 ft.; Perception +11

----- Defense -----
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 37 (5d8+15)
Fort +4, Ref +3, Will +7
Defensive Abilities selective invisibility; Immune undead traits

----- Offense -----
Speed 30 ft.
Melee 2 claws +7 (1d8+3), bite +1 (1d4+3)
Special Attack consign to oblivion (DC 15)
Spell-Like Abilities (CL 5th; concentration +8)
3/day—alter self, invisibility, zone of silence

----- Statistics -----
Str 16, Dex 14, Con —, Int 13, Wis 17, Cha 17
Base Atk +3; CMB +6 (+8 grapple); CMD 18 (20 vs. grapple)
Feats Improved Grapple, Improved Initiative, Weapon Focus (claws)
Skills Bluff +8, Perception +11, Sense Motive +11, Stealth +10, Survival +8
Languages Common

----- Ecology -----
Environment any forest or swamp
Organization solitary
Treasure standard

----- Special Abilities -----
Selective Invisibility (Su) An Abandoned One under the effect of its own invisibility loses its invisibility if it attacks, but only with regard to the target of its attack.
Consign to Oblivion (Su) Three times per day, as a standard action, the Abandoned One may cause any one creature within 60 feet to become invisible and its voice inaudible to all but the Abandoned One for 12 hours (DC 15 Will save negates). The target may speak and cast spells as normal, but only the Abandoned One can hear the target’s speech. The target remains tangible and detectible by scent and its movements remain audible. If the Abandoned One is destroyed, the effect immediately ends. Regardless of whether the save succeeds or fails, a creature may only be targeted by this ability once per day. Any creature with prior knowledge of the target must make a DC 15 Will save or lose all memory of the target’s existence for the duration of the effect. Reminders or evidence of the target’s existence will not cause the memory to return; such evidence will be explained away or ignored. If the target is perceived or interacted with, a creature that has failed its Will save will acknowledge the target’s existence but have no memory of their acquaintance. Only the end of the effect will cause the target to be remembered. This memory loss is a mind-affecting, compulsion effect.

Abandoned Ones are the vengeful spirits of members of the Taldan Armies of Exploration who were lost or left behind in the wild places of the world and forgotten as the Armies moved on or retreated. Tied to corporeal form by their fury and pain at their perceived abandonment, they seek to share their torment with any mortal souls that cross their path.

An Abandoned One resembles a living human, but its features are drawn and its skin hard and leathery. Its fingers have become powerful claws and its teeth have grown long and sharp. An Abandoned One haunts deep wilderness areas and sometimes approaches travelers disguised as a lost soldier or an obliging guide, attempting to draw its victims off alone and kill them before their companions remember them. The Abandoned One prefers to target first those who have voiced skepticism about its identity, but will eventually seek to slay any living being it encounters. If confronted with a powerful group, the Abandoned One will approach invisibly and target individuals one by one, relishing their victims’ dismay as their companions forget them.

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River Wrangler (Rogue)

Executors of the will of the river-god Hanspur, their intended victims, and all who have been at the mercy of murderous hands or a strong current know that sometimes a last, desperate twist is the only way to draw another breath. The river wrangler is a wily opportunist, at home on the waterways and skilled at using close quarters and the river itself to her advantage. Most wranglers are followers of Hanspur, though some are escapees from his cruel drowning ritual. Others are mere survivors: guides, scouts, marauders, or refugees who have learned that the only thing that matters on the river is to always come out on top.

Dead Man’s Float (Ex): A river wrangler can hold her breath for an additional number of rounds equivalent to her level. This ability replaces trapfinding.

Stranglehold (Ex): Beginning at 2nd level, a river wrangler may block the airways of her opponents. Any opponent engaged in a grapple with a wrangler and who needs air to breathe must hold its breath (as per the rules for suffocation) for as long as the grapple is maintained. If the grappled opponent is underwater, the duration for which it can hold its breath is reduced by an extra 2 rounds for each round the grapple is maintained. This ability replaces evasion.

River Rat (Ex): Beginning at 3rd level, a river wrangler gains a +2 competence bonus to all CMD rolls and Reflex saves while in aquatic terrain. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.

Wrangle (Ex): Beginning at 4th level, a river wrangler may apply sneak attack damage to a melee attack when her target is grappled, even if the target is not flanked or denied its Dexterity bonus to AC. This damage also applies if the wrangler uses the “damage” action while grappling an opponent. This ability replaces uncanny dodge.

Flailing Strike (Ex): Beginning at 8th level, when a creature attempts to start a grapple with a river wrangler, the wrangler may make an attack of opportunity, even if the attempt would not normally provoke such an attack. If this attack succeeds, the wrangler deals sneak attack damage, even if the target is not flanked or denied its Dexterity bonus to AC. This ability replaces improved uncanny dodge.

Rogue Talents: The following rogue talents complement the river wrangler archetype: combat trick, distracting attack, finesse rogue, hold breath, resiliency, strong stroke, and terrain mastery (water).

Advanced Talents: The following advanced rogue talents complement the river wrangler archetype: another day, hide in plain sight, knock-out blow, and opportunist.

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Witchwood Comb
Aura moderate enchantment and illusion; CL 9th
Slot head; Price 30,000 gp; Weight -
Description
The teeth of this polished white wooden comb are carved to resemble bare winter trees. Once per day, the wearer may call into being an illusory forest of creaking, rime-covered birch and tangled undergrowth, covering a circular area with a radius of 60 feet and centered on a point within 100 feet of the wearer. This effect is similar to that produced by mirage arcana (DC 17 Will save to disbelieve), with two additional properties: first, creatures that fail to disbelieve the illusion treat the entire affected area as difficult terrain. Second, the weird shadows and sounds of the forest are disturbing even to those who perceive its illusory nature: all morale bonuses in effect on the wearer’s enemies within the area are suppressed (a separate DC 17 Will save negates). The comb’s effects persist for 10 rounds or until dismissed by the wearer.
Construction
Requirements Craft Wondrous Item, cause fear, mirage arcana; Cost 15,000 gp

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One aspect of D&D/Pathfinder mythology that I've always really enjoyed is the treatment of elements and elementals, from the planes and para- and quasi-planes to the Princes of Elemental Evil to the Moorcock-inspired images of the elementals themselves to Pathfinder's Ifrits, Oreads, and so on.

I really like the iconic look of the classical elementals (masses of the constituent element with vaguely human characteristics), but someone looking to mix things up a little and play with player's expectations might take a look at the "Four Elements" series of paintings by Renaissance painter Giuseppe Arcimboldo.

Arcimboldo's elemental portraits are bizarre beings composed of masses of the relevant animals (or, in the case of "Fire," tools and weapons). In a PF campaign, they could be reskinned elementals, divine messengers for elemental powers, or new beings entirely. There's something creepily appealing about Arcimboldo's vision that I could see fitting in the right kind of campaign.