Ogre

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Is it just me or does this rule add on come off as Pathfinder the ANIME . Not that that is a bad per say but the rules read off as a way to make Pc to show up an in episodes of Either Bastard or Slayers If run at the common level and Record of the Lotus War if run at Limited. Dot get me wrong I would love to have my players have a " we have 10000 men and the best castle in the kingdom here" and 5 min later the messenger arrives and announces that the BBE is coming by him self and the whole castle is in fear because they know they are going to die. That and finally having a rule for the " I borrowed 5 sp and must repay it so i can not die no mater how bad it gets rule. I see this as a fun add rule set but i hope it doe not get made part of the PRD or added into Pathfinder Society rules


i need to now if i stat blocked this right i don't need feed back yet on the npc its self i know the tactics and background is not done i am mainly worried on the formatting and yes i know the bold sections are not their they did not copy over

Mythan van sithdren cr 14
XP 38400
Female elf fighter 2, sorcerer 6, eldritch knight 6
AL Ne medium humanoid (elf)
Init +5; Senses: lowlight; Perception +2
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Defense
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AC 30, touch 17, flat-footed 24 (+10 armor, +4 deflection, +5 Dex, +1 dodge)
Hp 103 (2d10+6d6+6d10+28)
Fort +10, Ref +10, Will +7
Defensive Abilities evasion, + 1 will vs. fear +2 will vs. enchantments, +2 luck vs. poisons (spider), If you move more than 5 feet this turn, you gain
20% concealment for 1 round against ranged attacks. Immune sleep; web Resist electrical (10)

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Offense
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Speed 20 ftx4.1/2 speeds in webs Climb 20ft

Melee +2 Brilliant energy bastard sword of shock +18/+`13/+8 (1d10+8+1d6 (electrical))

Bloodline Spell-Like Abilities (CL 11th; concentration +17)

10/day Electrical elemental ray (sp) -ranged touch attack (1d6+5)

Sorcerer Spells Known (CL11th; concentration +17) spell failure rate 15/0
5th (5/day) -- Cone of Cold(dc 22), Telekinesis (dc 22 ,cmb 18)
4th (7/day) -- Elemental Body I, Globe of Invulnerability, Lesser, Wall of Fire (dc21)
3rd (8/day) -- dispel magic lighting bolt (dc 20), non detection, Suggestion (dc 20),
2nd (8/day) -- Blur, Darkvision, Invisibility, Protection from Arrows, Rope Trick, Scorching Ray*,
1st (8/day) -- burning hands*(dc 18), Enlarge person, expedious retreat, feather fall, jump, sleep(dc 18)
0--Detect Magic, Mage Hand, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue (dc 17)

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Statistics
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Str 19, Dex 20, Con14, Int 12, Wis 10, Cha 25
Base Atk +11; CMB +15; CMD 35
Feats Arcane Armor Mastery(b) , Arcane Armor Training , Armor Proficiency (Heavy) , Armor Proficiency (Light) , Armor Proficiency (Medium) , Dodge , Eschew Materials , Exotic Weapon Proficiency(bastard sword)(b), Greater Weapon Focus (bastard sword), Mobility , Shield Proficiency , Spring Attack , Weapon Focus (bastard sword) (b), Weapon Specialization (bastard sword) , Wind Stance(b)
Skills Acrobatics +4, Climb +20, Fly +17, Knowledge (arcane) +10, Spellcraft +17, Swim +6 Racial Modifiers +8 climb
Traits Deft Dodger (Combat) - +1 reflex saves Focused Mind (Magic) - +1 on Concentration checks. Concentration is always a class skill for you
Languages Common, Draconic, Elven
SQ (elemental bloodline (air))
Combat Gear +4 mithril breastplate, +2 brilliant energy batared sword of shock,+4 ring of protection, ring of evasion; Cloak of arachnid, 3 potions of cure moderate wounds +4 Belt of physical perfection ,+6 Headband of alluring charisma Other Gear
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Special Abilities
BRAVERY (ex) - As a fighter of level 2 you get +1 bonus to will saves vs. fear.
DIVERSE TRAINING (ex) - An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats. He also adds his level to any levels in an arcane spell casting class for the purpose of meeting the prerequisites for feats
Bloodline spell modification (Su) both burning hands and scorching ray are converted to electrical damage and subtype is electrical
Arcane Armor Mastery (ex) (swift) as a swift action reduce spell failure by 20% for one round
Evasions (su) on a successful reflex save take no damage instead of half

Elemental body I stats modifiers all give darkvison 60ft
Air elemental: Dex 22 reflex +11, ac 32 touch 17, flat 26 (+2 natural) whirlwind (10–20 ft. high, 1d4+4 damage, DC12); fly 60 perfect
Earth elemental: Str 21 +1 to melee damage ac 34 touch 17 flat 26 (+4 natural) earth glide
Fire elemental: Dex 22 reflex +11, ac 32 touch 17, flat 26 (+2 natural), resist fire 20, vulnerability to cold, burn (1d4, DC 11)
Water elemental con 16 fort 11 hp 117 ac 34 touch 17 flat 26 (+4 natural). Swim 60 feet, vortex (10–20 ft. high, 1d6+4 damage, DC13); water breathing

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for additional 1d 4 rounds at the start of its turn (DC 10 + 1/2 burning creature’s racial HD + burning creature’s Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire
Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space. If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvison, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. It’s burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Vortex (Su) water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.


I know that their is to be a spell pouch type item for the Alchemist but aer we getting an other new items in the Alchemist list and if so can we have a preview of them or at least some of them so we have an idea if they greatly improve the class


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First off I know the beta testing is closed but it took my a bit to get this tried in my games.
This is my redesign of the shadowdancer class
I love the concept of the class (a fast movment specialists with some add ons) but the class is very clunky to use and very slow for a movment specialist that and the pet made no sense in the class .

Shadowdancer
Hit Die: d8

To qualify to become a shadowdancer, a character must fulfill all the following criteria.
Skills: Stealth 5 ranks, Perform (dance) 2 ranks.
Feats: Combat Reflexes, Dodge, Mobility

Class Skills:
The shadowdancer’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Search (Int), Sleight of Hand (Dex), and Stealth (Dex).
Skill Points at Each Level: 6 + Int modifier.

Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.

Class abilities:

Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Darkness (Sp): Once per day per shadowdancer class level, the shadowdancer can cast darkness with a caster level equal to ½ the shadowdancers level with a minimum of level of 1.

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.

[/b]Uncanny Dodge (Ex): [/b]Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught f lat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day per 3 class levels.

Dance of the Shadows (Su): At 4th level, a shadowdancer can, as part of a move action, make a jump from a shadow to another shadow. The movement is as dimensional door in that it is instantaneous. The shadowdancer must make a Perform (dance) check vs. DCs based on the chart below. If the shadow dancer fails the roll by less than 5 they make the jump but take 1d6 temporary damage per 10ft attempted. If they fail by more than 5, they must make a Fort save of 15 plus the amount missed by or be Exhausted in addition to the damage taken.


    Base jump of 10 feet or less: DC 10
    Per additional 10 feet : +5 dc
    Change direction: +5 dc
    Jumping into your own shadow : +10 dc
    Into an occupied square: +10 dc

Defensive Roll (Ex): Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability); she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.

Improved Uncanny Dodge (Ex): At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use f lank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her). If a character gains uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Aura of the Night (Su): At 6th level the shadowdancer gains an aura of shadows around herself that grants 20% concealment. This is a constant effect that suppressed as a free action.

Slippery Mind (Ex): At 7th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.

Body of Shadows (Sp): At 9th level, the shadow dancer shifts her body to form a shadow. The effect is the same a Gaseous Form with the effect lasting 10 minutes per day that do not have to run consecutively but use a minimum of 1 minute per usage.

Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.

Shadowdancer
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +1 +0 Hide in plain sight, Darkness
2nd +1 +1 +1 +1 Evasion, darkvision, uncanny dodge
3rd +2 +1 +2 +1 Shadow Illusion
4th +3 +1 +2 +1 Dance of shadows
5th +3 +2 +3 +2 Defensive roll, improved uncanny dodge
6th +4 +2 +3 +2 Aura of the Night
7th +5 +2 +4 +2 Slippery Mind
8th +6 +3 +4 +3
9th +6 +3 +5 +3 Body of shadows
10th +7 +3 +5 +3 Improved Evasion

If I could get some feed back on this it would be nice
thanks

edited for some typos


Question how do all of you DM's handle hidden skill checks for your players.

My method has been to have each player at the start of game session roll a d20 20 times and right out the result, that way when I need a roll from them, I roll a d20 and add it to their skill.

I feel this is fair becuse the payers have rolled their rolls but they do not know what roll is being used on a given need.

Though recently I had a player complain and was looking to see if any one had any better ideas for doing this.


I have a question on antimagic field spell from the web enhancment

their is a bit of flavor text at the end of page 3

(The effects of instantaneous conjurations are not affected by an
antimagic field because the conjuration itself is no longer in
effect, only its result.)

does this mean that if a fire ball spell is cast so it's center point is out side the field but a person in the area of effect is inside the field also are they effected by the spell.

sorry i know it sounds dumb


While I have always been a supporter of Gunpowder weapons in D&D

and I love that Paizo found a way to include them in in the Campaign setting with a logical reason for them.

They for got one little thing.

Q: whats the cost of ammo and how much does it weigh.


Can we get the Premade PC's From the AP Pathfinder Redone so that they are done with the new rules.

I would like to see them as design Examples.

Thanks


Ok don't get me wrong as it is written it is one of the best adventures that I as a DM have had the pleasure of running. (Heck I got a player laugh so hard at the goblin song they fell out of the chair)(Btw If you have seen The Black Caldron film I recommend using Gurgy as a template for goblin voices)(Crunchies and munchies, oh my)

That have been said though there are a few items / issues that I have with it. And if these had been brought up before I am sorry

Spoiler:
1. In the run up to Erylium there is not one item in any of the areas that can help the party when dealing with her. (as a quasit she has DR/cold iron / good, also her very high AC is a bit of a problem for a lv2 to 3 party) the best the party will have at that point assuming that they did a full clear of the area before getting to her is 2 +1 weapons, a wand of shocking grasp, and a sliver dagger, and two scrolls) I had to be incredibly nice to my party of 4 to get her down

2. While I love that you guys are using stuff for other publishers such as Green Ronin. Not all of us have them. (Heck I did not even know about some of them till I saw them listed in the AP), also could you list what books you pull materials from at the start of the module and not hidden on a stat block.

3. as with the dungeon mag APs the gp rewards are very light and will put the pcs behind the curb for where they are to be in total wealth.