Quinley Basdel

r-Kelleg's page

Goblin Squad Member. Organized Play Member. 223 posts. No reviews. 1 list. No wishlists.


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Dark Archive

+1 to all the thanks.

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as far as i know, nor plants nor elementals have the ability to speak. I could accept anyway for air elemental

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rincewind would have run out first ;)
the 2 negative level are too expensive. anyway is a cleric with death in his domains will cast a raise dead ?

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Hello there,
My group ran the Acropolis of the thrallkeepers during the last game session and they played it pretty badly. they let the wizzard alone on the lower level with 2 red mantis assassins. It happended what should have happened. They found the wiz'body 5 rounds later. So they are now thinking about going back to Kaer maga and visit the temple of Pharasma (one player is a cleric of this god) to get it back alive. They also asked help to the new friend , the shadow count Sial. This one cannot cast resurection yet but he is able call a plannar ally who could - an efreet. my main question is: do you think he will do it ? and at what price ? will the efreet agreed ? and at what price ?

what would you do in this situation ?

Dark Archive

you pinpointed something I neglected, there is no thunder in my thundercaller ! thanx for the comment !

Dark Archive

hi there!
I just started to play the 4th book of CotKT and I decided to adapt some of the NPC with the new classes recently added in the playtest material.

Moon Maiden -> hunter
thundercaller -> skald
BoneSlayer -> warpriest

so they are:

XP 1600
Female Human (Shoanti) Hunter 6
NG Medium humanoid (human)
Init +1; Senses Perception +12
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 49 (6d8+18)
Fort +8, Ref +6, Will +5
Speed 30 ft.
Melee +1 starknife +9 (1d4+4/×3) and
. . starknife +8 (1d4+3/×3)
Hunter Spells Prepared (CL 6th; concentration +8):
2nd (4/day)—aspect of the bear, barkskin, bull's strength, bear's endurance
1st (5/day)—expeditious excavation (DC 13), cure light wounds, call animal, cloak of shade (DC 13), deadeye's lore
0 (at will)—resistance, stabilize, purify food and drink (DC 12), detect magic, create water
Str 16, Dex 12, Con 16, Int 8, Wis 15, Cha 10
Base Atk +4; CMB +7; CMD 18
Feats Coordinated Maneuvers, Pack Attack, Quick Draw, Stealthy, Totem Spirit - Lyrune-Quah (Moon Clan), Weapon Focus (starknife)
Skills Acrobatics +7, Climb +12, Escape Artist +3, Handle Animal +4, Heal +6, Perception +12, Stealth +11, Survival +11 (+14 to track)
Languages Common, Shoanti
SQ animal focus, animal focuses (wolf [10']), hunter tactics, precise companion, teamwork feat, track, wild empathy, woodland stride
Other Gear +1 Hide shirt, +1 Starknife, Starknife, Shoanti war paint (silver) (2)
Special Abilities
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (6 minutes/day) (Su) At 1st level, a hunter can as a swift action take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Hunter Tactics (Ex) At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Pack Attack Ally's attack allows you to take a 5-foot step
Precise Companion (Ex) At 2nd level, a hunter can shoot or throw ranged weapons at an opponent engaged in melee with her animal companion without taking the standard -4 penalty on her attack roll. The penalty still applies if other creatures are engaged in melee with the o
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Teamwork Feat At 3rd level and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat.

As a standard action, the hunter can cho
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10') (Su) The hunter or her animal companion gains the scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind). The range of this sense increases to 20 feet (40 feet upwind, 10 feet downwind) at 8th level and 30 feet (60 feet upwind, 15 feet do
Woodland Stride (Ex) Move through undergrowth at normal speed.


Animal Companion
N Medium animal
Init +3; Senses low-light vision, scent; Perception +1
AC 20, touch 14, flat-footed 16 (+3 Dex, +6 natural, +1 dodge)
hp 43 (+12)
Fort +7, Ref +8, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Speed 50 ft.
Melee bite +7 (1d6+4/×2)
Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 21 (25 vs. trip)
Feats Dodge, Mobility, Spring Attack
Skills Stealth +12; Racial Modifiers +4 to survival when tracking by scent
SQ animal focus, devotion, woodland stride
Special Abilities
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Animal Focus (Su) At 1st level, a hunter can as a swift action take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trip (Ex) You can make a trip attempt on a successful attack.
Woodland Stride (Ex) Move through undergrowth at normal speed.


XP 2400
Human (Shoanti) Skald 7
N Medium humanoid (human)
Init +7; Senses Perception +9
AC 16, touch 12, flat-footed 13 (+4 armor, +3 Dex)
hp 70 (7d8+35)
Fort +10, Ref +5, Will +8; +4 vs. bardic performance, sonic, and language-dependant effects
Speed 30 ft.
Melee +1 totem spear +10 (1d10+7/×3)
Skald Spells Known (CL 7th; concentration +10):
3rd (2/day)—cure serious wounds, haste
2nd (4/day)—rage, sound burst (DC 15), pyrotechnics (DC 15), mirror image
1st (5/day)—chord of shards (DC 14), expeditious retreat, cure light wounds, feather fall (DC 14), feather step (DC 14)
Str 18, Dex 16, Con 20, Int 10, Wis 8, Cha 16
Base Atk +5; CMB +9; CMD 21
Feats Combat Casting, Exotic Weapon Proficiency (totem spear), Improved Initiative, Intimidating Prowess, Iron Will, Scribe Scroll
Skills Acrobatics +13 (+20 to jump), Intimidate +15, Knowledge (history) +12, Perception +9, Perform (wind instruments) +10, Ride +10, Survival +5
Languages Common, Shoanti
SQ bardic knowledge, lore master, rage powers, rage powers (bestial leaper, raging leaper +7), raging song, spell kenning, well versed
Combat Gear Wand of cat's grace, Wand of cure light wounds, Barbarian chew; Other Gear +1 Hide shirt, +1 Totem spear, Shoanti war paint (green)
Special Abilities
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bestial Leaper (Ex) While raging, the barbarian can take a move action to move and can take her normal standard action at any point during the move. A barbarian must have the raging leaper rage power and be at least 6th level before selecting this rage power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Rage Powers (Ex) Your rage powers affect those under your song.
Raging Leaper +7 (Ex) While raging, gain the listed enhancement bonus to Acrobatics to jump.
Raging Song (move action, +2 Str/Con, +2 Will, -1 AC) (12 rounds/day) (Su) Your song can inspire allies to rage.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.


XP 800
Human (Shoanti) Warpriest 4
CN Medium humanoid (human)
Init +1; Senses Perception +5
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 30 (4d8+8)
Fort +6, Ref +2, Will +8
Speed 30 ft.
Melee masterwork earth breaker +6 (2d6+3/×3)
Ranged masterwork composite longbow +7 (1d8+2/×3)
Special Attacks Channel Energy 1d6
Warpriest Spells Prepared (CL 4th; concentration +7):
2nd (2/day)—consecrate, gentle repose (DC 15)
1st (4/day)—hide from undead (DC 14), remove fear, detect undead, sanctuary (DC 14)
0 (at will)—purify food and drink (DC 13), detect magic, mending, create water
Str 14, Dex 13, Con 14, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Extra Channel, Far Shot, Point-Blank Shot, Totem Spirit - Lyrune-Quah (Moon Clan), Weapon Focus (longbow)
Skills Handle Animal +6, Heal +10, Knowledge (religion) +7, Perception +5, Spellcraft +4, Stealth +2, Survival +8
Languages Common, Shoanti
SQ aura, blessings, Fervor 1d6, gentle rest, Sacred Weapon +2, blessings (healing blessing, repose blessing), selfish healer, spontaneous casting
Combat Gear Potion of cure moderate wounds, Potion of delay poison, Potion of restoration, lesser; Other Gear Masterwork Hide shirt, Masterwork Composite longbow (Str +2), Masterwork Earth breaker, Shoanti war paint (white), Holy symbol, tattoo (????)
Special Abilities
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blessings (5/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpri
Far Shot Halve the range increment penalty for extended range.
Fervor 1d6 (2/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Gentle Rest (Su) Touched living foe is staggered 1 rd (3 rds if undead). Sleep if already staggered.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Weapon +2 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Selfish Healer (Su) As a swift action, cast a prepared cure spell on self with no AoO.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Warpriest Channel Positive Energy 1d6 (3/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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Dark Archive

We did (looong time ago ie ADD 2) a class that looks like the Arcanist: the "Snowmaker" had a focus item (a snowflake) that contains the spells they could cast as the sorcerer does. They were also allowed to melt their snowflake and create a new one with different spells by taking a ritual at the Snow Academy. They where also able to cast more spells than defined by their level by melting the snowflake and losing access to the cast spell until they ran the above said ritual.

It sounds that our snowmaker could comme back by this way.

Dark Archive

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here are four goblins I made for this adventure:

Zob Boogle
Goblin Gunslinger 1
NE Small humanoid
Init +4; Senses darkvision 60 ft.; Perception +5

AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
HP 11 (1d10+1)
Fort +2, Ref +6, Will +3

Speed 30 ft.
Melee dogslicer +2 (1d4/19-20/x2)
Ranged blunderbuss +6 (1d6/x2)

Str 10, Dex 19*, Con 10, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +0; CMD 14

Feats Goblin Gunslinger, Gunsmithing, Roll With It
trait Fast talker, Rude song
Skills Acrobatics +8, Bluff +4, Craft (firearms) +4, Fly +6, Knowledge (engineering) +4, Perception +5, Stealth +8, Survival +5, Racial Modifiers +2
Languages Goblin
SQ city scavenger, deed (deadeye), deed: gunslinger's dodge (+2 ac), deed (quick clear), grit, hedonistic
Gear Potion of hide from animals, Smokestick; Other Gear Leather armor, Blunderbuss, Dogslicer, Ioun stone (deep red sphere, mindborer), Dice, Gunsmith's kit, Hat, Poncho, Puzzle box, Tobacco, Umbrella, 42 GP


Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.

* this goblin had a cursed item that gave him a +2 dex but this was quite dangerous for him (he needed the help of the others to catch the ioun stone and put it back in its box)


Bloric Rootfoot
Goblin Sorcerer 1
NE Small humanoid
Init +2; Senses darkvision 60 ft.; Perception +1

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
HP 7 (1d6+1)
Fort +0, Ref +2, Will +3

Speed 30 ft.
Melee dogslicer +0 (1d4-1/19-20/x2)
Special Attacks tanglevine (cmb +3) (5/day)
Spells Known (CL 1st) 1st (4/day)-Mud Ball (DC 13), Polypurpose Panacea 0th-Haunted Fey Aspect, Open/Close (DC 12), Prestidigitation (DC 12), Root

Str 8, Dex 14, Con 10, Int 10, Wis 13, Cha 14
Base Atk +0; CMB -2; CMD 10

Feats Eschew Materials, Fast Crawl
trait Advantageous distraction, Harvester (profession (taner))
Skills Fly +4, Profession (tanner) +6, Ride +6, Spellcraft +4, Stealth +10, Racial Modifiers +4
Languages Goblin
SQ bloodlines (verdant)
Gear Potion of mage armor (2), Wound paste (5 uses); Other Gear Dogslicer, Air bladder, Clay, Fishhook (2), 42 GP

this one is the weakest one, still the player enjoyed it with his ball of mud !


Goblin Barbarian 1
NE Small humanoid
Init +1; Senses darkvision 60 ft.; Perception +1

AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
HP 15 (1d12+3)
Fort +4, Ref +1, Will +1

Speed 40 ft.
Melee greatclub +4 (1d8+3/x2)
Special Attacks rage (6 rounds/day)

Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 13

Feats Ankle Biter
trait dog-sniff-hate
unnatural revenge

Skills Acrobatics +1, Climb +6, Escape Artist +2, Fly +3, Intimidate -1, Stealth +5, Survival +5, Swim +6
Languages Goblin
SQ eat anything, fast movement +10
Gear Oil of shillelagh, Potion of cure light wounds; Other Gear Leather armor, Greatclub, Bear trap, Drill, Flint and steel, Sack (3 @ 11 lbs), 2 GP

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.


Goblin Oracle 1
NE Small humanoid
Init +2; Senses darkvision 60 ft.; Perception +1

AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
HP 10 (1d8+2)
Fort +1, Ref +2, Will +3
Weaknesses oracle's curses (haunted)

Speed 30 ft.
Ranged sling +3 (1d3-1/x2)
Special Attacks revelations (touch of flame [1d6+1] [5/day])
Spells Known (CL 1st) 1st (4/day)-Cure Light Wounds, Abundant Ammunition, Forbid Action (DC 13) 0th-Resistance, Mage Hand, Bleed (DC 12), Ghost Sound (DC 12), Detect Poison, Sotto Voce (DC 12), Enhanced Diplomacy, Spark (DC 12)

Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 14
Base Atk +0; CMB -2; CMD 10

Feats Extra Cantrips or Orisons (Oracle)
trait: foul Belch, omen
Skills Diplomacy +6, Fly +4, Heal +5, Intimidate +7, Ride +6, Spellcraft +4, Stealth +10, Racial Modifiers +4
Languages Goblin
SQ mysteries (flame)
Gear Oil of magic stone (2), Wound paste (5 uses); Other Gear Leather armor, Sling, Blanket, Bucket (empty), Candle (3), Fake footprint shoes (????), 31 GP

Dark Archive

r-Kelleg wrote:
Mark Sweetman wrote:

Get six cards with the character's names on them - then shuffle them. Each round draw 1 card and that player has to do something 'gobliny' that round instead of being helpful (eating worms, singing a song, picking at earwax).

Once all six are drawn, shuffle and repeat.

this is pure genius !

I'll use it this evening

It was an hillarious game session.

Reta started by licking a wonderful rock she just noticed. soon after, Poog decided to get the complete collection of the rock liked by reta. In the third round, the thief had his arse hitching and needed to rub it against a tree. And, on the last round, the sorcerer needed to pee (because of the sound of the water).
During the fight they rolled 3 fumble. Reta released her bow instead of the arrow. the gunslinger misfired and the alchemist threw a bomb (up in the tree) that came down directly on him. He managed to catched it and threw it again on the next round (2 ! on the dice) the bomb exploded just above his head, burning him to -1 hp. We all had tears in the eyes laugning. Memorable evening.

btw I decreted that gobs can only count up to 16. So the players got it quickly ang gave their dice result this way '16,8 to hide !" or "I still have 16 and 2 arrows left". Quite fun !

Dark Archive

Mark Sweetman wrote:

Get six cards with the character's names on them - then shuffle them. Each round draw 1 card and that player has to do something 'gobliny' that round instead of being helpful (eating worms, singing a song, picking at earwax).

Once all six are drawn, shuffle and repeat.

this is pure genius !

I'll use it this evening

Dark Archive

thx !

Dark Archive

thank you for your comments !
The cloaker's cr is 5. But I removed its tail attack. and there are 5 of them.
the Hydra 's cr is 4. I removed the bite (how wait no I forgot to remove it. there is no bite unless the victim is engulfed)

so basically it's a brunch of Cloaker with regen... 5 x CR 6 ?

the 1d4 CON is for the blood sucking version that is CR 10..
should I reduce it to 1 CON damage ? it might be more in adequation with the number of HD of the creature ...

Dark Archive

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For one of my next session (in the stairs below caer maga) I was thinking about some kind of mix between an hydra and a cloaker. Every head of the hydra is a cloaker that can engulf a prey and retract in the shadow. The body of the beast is smaller than the one of a classical hydra and it can spider-climb.

the beast is 5 headed. I was thinking about something around CR8 ?


CN Huge aberration
Init +11; Senses darkvision 60 ft., low-light vision, scent; Perception +14


AC 20, touch 11, flat-footed 15 (+3 Dex, +7 natural, -2 size)
HP 47 (5d10+20); fast healing 5
Fort +8, Ref +9, Will +5
Defensive Abilities shadow shift


Speed 20 ft., climb 20 ft.
Melee 5 bites +8 (1d6+5)
Space 15 ft., Reach 15 ft.
Special Attacks engulf, moan


During Combat the hydracloaker try to engulf as many prey as possible and then withdraw in her lair to consume them.


Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14
Base Atk +5; CMB 10; CMD 25 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Perception +11, Disguise +8, Stealth +8, Sense Motive +8, Climb +9, Escape Artist +8
Racial Modifiers +2 Perception
SQ hydra traits, regenerate head, spider-climb


Environment underground
Organization solitary
Treasure standard


Fast Healing (Ex) A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body.
Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.
Regenerate Head (Ex) When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.
engulf (Ex) A head can try to wrap and lift a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. Attacks that hit an engulfing head deal half their damage to the monster and half to the trapped victim.
moan (Ex) the hydra can emit an infrasonic moan as a standard action, with one of four effects. Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates). Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. the hydra is immune to these sonic, mind-affecting attacks. A creature that successfully saves against the hydra's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that hydra for 24 hours. All of the save DCs against a hydra's moan are DC 15. Save DCs are Charisma-based.
Shadow Shift (Su) When in dim illumination, a hydra can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).

Multiple cloak-like heads rise from the sleek, lizard-like body of this terrifying monster.
You can make more powerful hydraCloakers by increasing their Hit Dice-each added HD increases the monster's statistics as appropriate, but also gives it one additional head and a +1 increase to its natural armor. The CR increases by +1 for each Hit Die it gains.
It is said that a bloodsoaking hydracloaker exist. Replace the 1d6 dmg by 1d4 CON damage for every engulfed creature. Increase the hydra's CR by 2

Dark Archive

I made long time ago a jester goblin illusionist who was using a prismatic sphere linked to a chain as his main weapon (yes, he was high level enough to build that! That was quite a not so funny guy (of course, he was the BBG of that adventure)

Dark Archive

you are right !
not enough sleep this night :)

Dark Archive

I would say: yes/yes to your both questions.
isn't it why the alchemist exist ? alchemists are master in poison anyway. And antitoxin needs a craft alchemy DC=25 to be done. You might give him a +2 bonus if he have a sample of the venom.

(http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-ot her-substances)

Dark Archive

the fact is the pc were built with 23pt so they are quite powerfull. I think I will boost her then :)

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Eiliya wrote:

r-Kelleg said wrote:
The int of 3 on the other hand, is pretty low.

The low intelligence is supposed to represent that the creature is being remote-controlled by something akin to a hivemind. Should I increase it to represent the collective consciousness instead?

r-Kelleg said wrote:
BTW, how did you get so many skill points?

I thought undead got 4+Int Mod (min 1) per level. Doesn't this mean that they get, at the very least, 5 points per level? Or does it mean that the result of 4+Int Mod cannot go below 1? If it is the second alternative, the skills will have to be changed, of course.

About Int: Yes, I would give it the hive's Int (and wis and cha btw) unless there is a way to put it off remote control.

and you are right for the skills.

Dark Archive

BTW did you hear that triceratops where in fact the baby form of one another dinosaur the torosaurus and did not exist as a spiecies. But the archeologist where kind with triceratops lovers and rename the adult one into triceratops instead of the other way...

it was the useless fact of the day

Dark Archive

I was wondering if you are using their score as they are in the books or do you calculate their "race bonus" and then buy points like a PC would do ?
for exemple:
I built a half succubus-gargoyle by giving the half succubus template (from the demon revisited) to the gargoyle monster. she got Str 15, Dex 16, Con 20, Int 8, Wis 13, Cha 15. But I don't like her Int 8. It does not fit with the monster I had in mind.

I could also built her using the gargoyle race (described in the advanced race) augmented with the half succubus template. In that case, I could use these abilities adjustments: Str +2, Dex +2, Con +8, Int +0, Wis +0, Cha +6 and spend 15-20 pt to buy her abilities.

Do you customise the abilities of your monsters ? often ? never ? only for npc ?

BTW, the gargoyle race is weak in comparison with the gargoyle score. by the rules of the 3.5, the race adjustements should be Str +4, Dex +4, Con +6, Int -4, Wis +0, Cha -4

Dark Archive

Nice job !
anyway here are my critics.
well, on the top of my head, there is this DR5/good that is pretty high in fact for a 3HD monster (remember that only paladin can produce good weapon, or the weapon needs to be +4 to bypass it) I would say DR5/bludgeoning.
the int of 3 on the other hand, is pretty low. I don't expect a monster to trip its ennemies with such an int. BTW how did it get so many skill points ? you might exchange int and wis.

I would say CR2 or 3.

my 0.02€

Dark Archive

hello ! thank you for your comments.
first of all: the group is level 6 but they are built with 23pt (as far as I can remember): there is one ceric, magus, cavalier archer, wizard (evocation), bard and alchemist. They are quite efficients.
for exemple they put down the Rakshasa in the vivified labyrinth without too much trouble. So a CR from 8 to 10 should do.

Now about her (any idea of a name BTW ?)
8 of int is because of the gargoyle part that is quite numb... (half fiend get +2int)...but this is also why I have so much trouble finding what to do with her.
No social skill yet because I just created her with the basic rules (applying the half fiend succubus template to the gargoyle). I will add them with the class's skillpoints.

for her special abilities:
Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
passion (Su) A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level. A half- succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
change shape (Su) A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
smite good (Su) Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.

I was also thinking about rogue, but monk could be fun too.

Her secret goal is to take control of all the wild gargoyles that lives close to kaer Maga.
I was thinking about her abilities to "shape change" to introduce her to the group as a victim of some bandits. She will present herself as a "commercial facilitator" sent by the dwarves to help them negociate the purchase of a couple of golems in the Prison-city. So obviously, bluff and diplomacy will be my choice.

-sorcerer. I also though about that but she will not gain any bonus from her bloodline :/
-a (twin) sister. I could consider that too

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Hello there,
I'm running the CoCT AP with 6 players. They just finish the 3rd book and are moving to kaer Maga. I wanted to add some challenge during their journey and came up with an Half gargoyle - half succubus concept (from demon revisited).
The girl is quite a big bad girl imho. I really like her ability to turn back into stone with a man crushed between her arms... anyway, This monster is only a CR6 and She will not have a chance in front of the group. So I decided to give her some class level. But which one ?
any suggestion ?

for your information: here she is:

Gargoyle-Half succubus CR6
CE Medium outsider (earth, evil)
Init +7; Senses darkvision 60 ft.; Perception +1


AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
HP 52 (5d10+25)
Fort +9, Ref +7, Will +5
DR 10/magic; Immune poison, acid, cold, electricity; SR 16; Resist fire 10


Speed 40 ft., fly 80 ft. (good)
2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)

Space 5 ft., Reach 5 ft.
Special Attacks passion, smite good,
Spell-Like Abilities darkness 3/day, detect thoughts,


Str 15, Dex 16, Con 20, Int 8, Wis 13, Cha 15
Base Atk +5; CMB +7; CMD 20
Feats Improved Initiative, Hover, Skill Focus (Fly)
Skills Stealth +11, Perception +5, Fly +12
Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran
SQ freeze, change shape

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I just got my copy of the Mythic adventure and quickly I had the feeling that this AP was almost a Mythic one.


the epidemy is the perfect moment of the ascension.
the queen is definitively a mythic foe (and Rols might be one as well)
cindermaw is a mythic creature as well as the dark sphinx of the arkona's dungeon.

what do you think ?
what would be their new stats ?

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gygax also whrote something about world creation. Unfortunately I'm not able to retreive it in my messy mind.
You should also have a look on expeditious Retreat Press and their magical society and monster geography works

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3 players is quite a small group. Try something with a little bit of help. As TarkXT suggested, Summoner is a good idea. It will gives you two more arms (or not) during the fights AND you will have some knowledge in arcana magic. Now, it alos depend on the type of campeign you will play...

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thanks Diego !

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I dig up this subject with this related question:
what about the spell focus (school) or the spell penetration feats ?

do they apply to the scroll that is written ?
what if the writer is also the one hwo use the scroll ?

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Douglas Muir 406 wrote:

Oh, and as for the Grey Maidens: IMC I made them clones...

** spoiler omitted **...

exactly what I've done. And I put Rolth in the role of the mad scientist hwo product them.

I also made the clones based on the missing lover of one PC (camping trait). He did not yet realize that . insert evil grin here >:)

Still I don't understand why Bahor did not tell them about the sphinx. He want to use them after that moment right ?

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This is my own humble opinion:

First of all, DPR is not the most important value to estimate the viability of a character. Fun of plying it is !

2nd: If you goal is to make a dmg dealer. go for a 2H weapon + power attack + improved critical + specialisation... and you will get a dull pc that makes a lot of dmg.

3rd: if you go for a tank. take a rapier and a shield. This way you will make as many crit as possible and you will keep an higher AC.

and now to answer your question. with a 15builtPoint character:
I get this:
greataxe(+2): +15/+10 (1d12+19) crit 19-20/x3 sp) +4 to confirm crit/ +1mdg on crit

I hope this helps you

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I have a quite erasy and (i think) usefull suggestion. Could you exchange the "roll init" and the "next turn" buttons places ?
After all, in one combat, you need to roll the initiative once but you need to push the "next turn" button several times. so the bigger button should go to the most frequently used funfunctionality (imho).

I suggest this because I cliked the wrong button twice(*) during the last game and the undo function don't work with the roll init :/

What do you think about ?

(*) (yeah, I know. I don't learn from my mistakes)

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No body would follow a resurected king . the common folk would think that he is an undead or something like that. Unless the king has a very high charisma or is a beloved one. this is not the case over here.

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did they already met the wererats ?
They got an information about something strange below the hospice from the one they helped (cannot remember her name)
So they enterred in the temple directly through the sewers. I added an entrance in the prison.

I also had a LN caracter hwo become sick with the plague. So he turn himselft to the hospice (as it is required by the queen's eddict). After one day in, he noticed that the hospice was not te good place to be cured.The player used his torment point to get his charisma back and pretended that he was cured. The doctor came to him and let him go (with, in fact a stronger version of the disease)

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Scroll piece of paper holding an useless spell until the day after you used it to light a fire or ... you know ... wipe your...

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NeverMore... reference to E. A. Poe

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17. A lizard folk summoner who wanted to have a human at her service...

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I'm Dming CoCT with 6players. I also removed xp and use the Sean K. Reynold "step system" level advancment.In this way I keep their character below the expected level of the AP.

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sorry but I don't like it :) I feel that this linear progression of the earnings with the skill rolls is just wrong and don't fit the economic system of the game.

I don't know if it needs to be fixed but I feel that the skill rolls should be cap by the size of the settlement and the ratio of the results should be exponential rather than linear.

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Ok then
So I missunderstood the "Day job" meaning. in fact, there is no number of days involved.

still, 4gp for a 40+ skill check sounds very low.
For example, regarding to the Hirelings, servant and services table a very experienced lawyer is paid 10gp a day. So he should have +90 to his knowledge(law) skill. a sage should have +140 skill and a bard chronicler +40...

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at least, it made me laught , therefore it is worthy :)

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I just downloaded my version of the Ultimate Campaign and the Downtime system puzzled me.
This chapter describes how a PC can spend his time between two adventures. One of these activities is to work using his skills.
For one day of skilled work: roll your skill check: this is what you earn in SP. So with a roll of 10 you get 1gp, and with a roll of 40 you get 4pg.
I when back to the Pathfinder Society field guide that proposed (on page 3) a Day job check rewards: the formula to approximate the table is gp = 0.0098 x DC exp 2.5924 . In other words with a roll of 10 you get 5 gp, and with a roll of 40 you earn 150pg !

4 vs 150 ?

how to explain such a difference ?
which system is the more balanced ?

note that a 5th lvl gnome alchemist can make several potions (with the proper tools and feats) on a working day and can earn much much more money than that.

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http://roll20.net/ is the solution we chose waiting for the e-pawn to become available.
I have one laptop and my 6 players have 3(or 4) tablets connected.

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I added the "plague-" to 30% of the zombies. When killed, those plague-zombie exploded and everyone in the 10" radius had to roll a save vs fortitude or be contaminated with the blood veil

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1) Your druid can find interrest in the sewers (full of wild life) the seacost (quite obvious) or even the gray district (not everything is an undead over here). In the first she can meet the wererat, and in the last she can help fighting the undead.

2) in my campaign, they also tried to ask the guard to act. Cressida told her she needed more proof to act and send them to investigate (as it is suggested in the book in fact) and they reached the temple directely by the sewers (thanks to the wererats)

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I don't see why giving the BBEG 100% more HP is more acceptable in term of rules coherence than giving more action to the "last one up in the fight". Imho, Giving him more limited use abilities is a complete waste of time if the fight run for 2 or 3 rounds he will not be able to use them anyway. That's exactly my point in fact. A group of six lvl-5 can bring down one 10th Cleric with almost no pain even if the cleric can cast column of fire. Because she will cast one, then she will takes 6 attacks/spell before she can act again...

I also like the hero point idea, but I'm affraid my players will ask for them too :-)

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BTW I really didn't know for the 15points for AP.

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@Joshua. I think they are 2 level lower than expected by the start of this 3rd book. We are playing tonight (Laori encounter + emperor may be) I'll see how it run.
@MechE. here is how I will probably do:
let see if they can survive at lvl 5 in a lvl 7+ AP. If it become harder, I will not change anything. If it is still too easy. I will use the +2 rules. During that time I will ask them how they feel about the way the game is running.

thank you all for your inputs !

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KittyH wrote:

About to run "Curse of the Crimson Throne" and there is a rogue who wants to be able to steal from shops and merchants. Does anyone have any rules for rolling this? Or do I need to create general stats for every merchant?

I was kind hoping to find a chart that had skill level, difficulty of target your are stealing from and either % chance of success or some bonus/penalty to be added to sleight of hand rolls.

it sounds like a skill challenge to me. You might need to fix the DC for each of them.

what about something like this ?

1) spot the stuff. (perception or appraise DC 10?) Failed: nothing to steal. Succeess: you can continue. critical success: get a +2 for the end of the challenge
2) come closer. (bluff or stealth). success:you can continue. critical success: get a +2 for the end of the challenge. Failed, you can try again but the DC increased as the merchant become more and more suspicious.
3) get the stuff (sleight of hand or sense motive) success: you can leave with the stuff, the Challenge ends. critical success: you get one more item. Failed: you get it but you have been spoted. you need to escape
4) escape (escape artist or any other skill that can be used). Failed, you drop the stuff and run away. Critical failure. they got you: you go in jail.

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MechE_ wrote:

What are the rest of the specifics of the campaign? I am currently DMing a CotCT campaign where I have 6 players, and we're just getting into the final book. I'll post later with some specific suggestions (without spoilers, of course), but give me a bit more details.

What classes/races are your characters?
What point buy or array did you use for stats?
Are you following the wealth in the book?

Quickly, I will say that the Curse of the Crimson Throne AP was written for dungeons and dragons 3.5e, and Pathfinder characters are just innately more powerful than 3.5e characters, so you will HAVE to increase the difficulty of nearly every encounter if you want to keep things a bit dangerous for the PCs. (Danger adds drama, so it's good to at least have some encounters feel like they could end in horrible, horrible death, even if the don't in the end.) In many encounters with BBEGs, I add the advanced template (+2 to all stats) and even add minions on top of that depending on the encounter. Since I have 6 players, I also keep them a level behind where the book expects them to be at any given time - which effectively reduces their effectiveness to that of a party of 5. (Each of their actions are less valuable because their lower attack rolls will miss, or the monsters will resist their lower DC spells.)

Between the fact that Pathfinder creates stronger characters, the fact that the AP expects a party of 4 players and 15 point buy, and where you are actually (most people actually play 20 or 25 point buy for some reason), it could get out of hand quickly. Give me some details and I'll make some additional suggestions.

half elf Magus

gnome alchemist
human cleric of pharasma
human bard
human lure cavalier of the secret order
human wiz, specialized in evocation

they had 25pt. yes, I know it's too much. My main big mistake

for the NPC and monsters I'm using the conversion suggested on the forum. They are lvl 5 at the beggining of the 3rd book. And I did add a little bit of gold (10%) during the first part of the AP.

Thank you :)

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Guy Ladouceur wrote:

The problem with your solution to your perceived problem is it goes against the rules laid out in the game. This in and of itself will cause discourse at your table, which in turn will bog down the game ( at best)or outright break it down. At least that's what I believe would happen at our table, due to the fact that the BBG receives more output per round than the rest of the character's at the table.

You are absolutely right (and this is one of the worst thing in the 4th ed, the difference between encounters and pc)

I might change my suggestion this way. "when one team is fighting at one vs many, the one can act twice. It reflect the last stand heroic fight, even for the npc" in this case the rule is the same for everyone (pc included)

Adding level or feats and so on, don't seems a good idea. Of course you will change the stats, but the fight by itself will not be that different. (in other words, the high priest will still cast one spell on her round and higher is her level and higher are the risk of a TPK imho)
if you played the Curse, you know what the hight priest of Urghatoa looks like. The PC managed to kill her in two rounds thanks to a 1-lvl spell cast by the bard. she acted only one time, then she failed her Saves and was dazed. Then she took 10+ attacks and died. There is no feat that can change this (except on the success failure of the Saving Throw)... I'm not sure I made my point clear :/

thx for your comments anyway !

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