Bahor (Glorio Arkona)

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RPG Superstar 2009 Top 4. RPG Superstar 6 Season Star Voter. Organized Play Member. 334 posts. No reviews. 1 list. No wishlists. 2 Organized Play characters.



Scarab Sages RPG Superstar 2009 Top 4

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I’ve just wrapped up running my second PF2 mini-campaign, and I wanted to offer some praise to the authors and developers of this game. My players have been having a blast with it, and I’ve greatly enjoyed running it. We play weekly on Roll20, and the group is distributed across a couple of time zones. If there’s any silver lining to gaming during this pandemic, it’s been getting to play with folks that I’d never have gamed with otherwise. Members of the group had not played PF2 prior to this, but the specific edition changes and new material proved consistently easy to learn.

Some specific notes:

- The three action round is a HUGE win. It’s elegant, it simplifies rulings, and it speeds up gameplay. Once we were up and running, this system got out of the way and allowed the narrative ebb and flow of combat to come to the fore. Really nicely done.

- Heightened spell effects feel regularly useful, and were often game-changers in clutch moments.

- The social/influence rules really helped me, as GM, operate a huge cast of characters and keep their attitudes toward party members consistent. Having this framework in place allowed me to more effectively manage how much on-screen time an NPC should have.

- Some stand-out modules: we ran the entire Souls for Smuggler’s Shiv (absolutely excellent springboard for all kinds of different games) as our first campaign, taking about 34 2.5-hour sessions to complete. There’s so much good material crammed into this adventure, I really can’t gush enough about it.

- Second adventure was more experimental, taking the opening chapter from Crownfall, launching the characters into The Harrowing, seeding Curse of the Crimson Throne Easter eggs throughout, all in my campaign world’s pastiche of Skyrim. High-risk-of-trainwreck, but high-reward. It worked splendidly and was some of the most fun I’ve had as a GM. This took about 31 2.5-hour sessions to complete. It became an example to me of just how easy it is to scale this edition’s math up or down, pull and convert content from earlier sources, and make use of this edition’s sub-systems (exploration, downtime, influence) to enhance the game.

So, on to mini-campaign #3. Thanks for making a well-crafted game system and for some fantastic adventures (both past and present).

Scarab Sages RPG Superstar 2009 Top 4

Lesson Learned: Don't playtest against a Roper.

Test Summary: the original intent of the test was to run a party of six 9th level PCs through a few tough encounters (Roper, pair of Bebiliths, pair of Aranea Slayer 5's, and a Drow contingent of 1 Warpriest, 2 Swashbucklers, and 1 Arcanist) - encounters drawn from the 3.0 module City of the Spider Queen. Had hoped to get a sense of class performance and mechanical ingenuity when things got tough. We ended up with a team of 4, and ran the same mock battle against a Roper three times, because that thing wrecked the group two out of three times, and the PCs wanted revenge.

The PCs:
Brawler: actually a Brawler 8 / Rogue 1 for the trapfinding, sneak attack, and class skill suite. Concept was to use Bullrush-based feats to knock foes into the Arcanist's Web or Wall of Fire, and flank with the bloodrager. In the three simulated combats, we had some of the following observations:

  • Used as a scout, we found that Uncanny Dodge was sorely missed. This character got jumped by the Roper on the second and third playthrough which wrecked his strength - delegating him to a mostly ineffective ranged combatant role.
  • In the first combat, he flanked-flurried for some solid damage (helped by the warpriest's destruction blessing). The way he played with the Martial Maneuvers ability was pretty interesting. The Player wanted to achieve a goal, and knew there were feats available to accomplish that goal, but ended up being thwarted by thinking about it in that order. Examples: "That thing has a ton of attacks, but aren't there feats where if I move there's a miss chance with each attack?" Knowing that there were, we looked up Wind Stance and Lightning Stance. Unfortunately, Dex was too low, so that plan was thwarted. Later: "Hey, isn't there a feat where I can get +4 to hit when I'm flanking instead of +2?" Um, sure, that sounds like a feat we've all seen somewhere before. But in the moment, none of us could remember its name nor its location in the books. So, no extra flanking either. We ended up discussing whether something like the Inquisitor's Judgment ability would have a better "flow" for the way the player thought about running this character. One round, for example, he might grab a bonus to AC... the next, as a swift action he might switch to an attack bonus, or save bonus, or damage bonus... and so on. It was an interesting thought experiment. Despite having a limitless wealth of feats, he was thwarted by not finding the one that would help him in the moment.
  • Wearing a chain shirt allowed for the Brawling armor property, something that has otherwise been off-limits for monk characters due to the armor restrictions. This helped out quite a bit... does this become a must-have armor property for this character class?
  • The player definitely had fun with this character when able to be effective - which is not an indictment of the character class so much as it is the Roper. That thing is deadly.

Arcanist: Elf Arcanist (Elemental Air) 9. Important feats included Intensify Spell, Reach Spell, and Toppling Spell. Prepared Toppling Magic Missile, Reach Vampiric Touch, Reach Intensified Shocking Grasp among others. Basically useless against the Roper, except to Haste the party. The Roper's unusually high (27) SR proved unbeatable even with a +15 for Greater Spell Penetration and being an elf. Just bad rolls, and a tough opponent. Player still wanted to try the character out on other non-Roper enemies.

Bloodrager: Elf Bloodrager (Celestial) 9. Concepted as a Champion of Gwynharwyf - a Two Weapon Fighting whirling berserker that could fly and deal extra holy damage. Observations include:

  • Player found the ability to cast spells only during bloodrage overly limiting. There was no pre-combat prep. Those rounds of rage are precious, and spending one to do things other than deal damage felt wasteful. However, that said this character chose well with her Blur spell, which negated many more of the roper's strand attacks than 20% due to good rolling.
  • Overall, the player felt that she achieved the character concept quite well with this class, bloodline, and feat choices. Happy to play it further.
  • A suggestion for consideration: allow the class to cast a number of spells as free actions as the character enters the rage, with the duration of those spells set by the length of time spent in the rage. Helps the action economy for this class and limits the duration of the spells to just the immediate fight - making them easier to track.

Warpriest: Dwarf Warpriest (War, Destruction) 9. We were going to have a Shaman, but then didn't. So this warpriest character struggled to find his role. A Greatsword-wielding, Vital Striking, Channel-Smiting heavy armor dude, you'd think he would hit for big damage. The problem was people had some notions about what his role was supposed to be - he needed to buff to start, get a couple hits in but be available for assistance during and after the fight. None of this worked as intended.

  • His pre-combat buff: one PC (monk or barbarian) got +4 damage. Then Prayer on the party (not affecting the roper due to SR) - Clarification needed: If he had touched the arcanist with this Destruction blessing, would the Arcanist get this damage bonus on spell damage?
  • His available healing was of no use against the strength-damaging strands, so PCs were getting damaged beyond what any buff spell would overcome, and his 3d6 bursts were not getting the job done.
  • By the time he was able to wade into combat, the STR damage had already neutralized most of the combat threat from the other party members. Got in one or two hits before getting STR-damaged himself.
  • After the one Roper fight the party survived, he didn't even have the available 4th level spell for Restoration - and therefore the party spent days recovering from this encounter, slowly using Lesser Restoration to cure.
  • The Player wished he could have "rider" effects with Channel Energy... much like how Lay on Hands is also a vehicle for Mercies, could Channel Energy be a vehicle for the warpriest's prepared touch spells? What if you could cast Bull's Strength and expend a channel to affect all allies within 30 feet for a shortened amount of time? Or, for that matter, a Lesser Restoration or Remove Blindness?

Will start up this playtest again soon, hopefully with a Shaman and a Skald, and will move on to some other encounters.

Scarab Sages RPG Superstar 2009 Top 4

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I had time last night before my weekly game to re-make a high level NPC sorcerer into an Arcanist, just to take the new class out for a spin. This CR20 foe was an Avolakia Arcanist level-15. Here are my observations:

1.) In a one-and-done combat, the class plays like a sorcerer for most practical purposes (but see below). I chose the Aberrant bloodline for this NPC. At the beginning of combat she activated the Blood Arcana for Long Limbs and Unusual Anatomy - the 15 round duration for each lasted through the battle and re-upping those abilities never came into play.

2.) The most dramatic change I found was the Arcanist's ability to prepare a metamagic spell and then spontaneously cast that spell without further hindrance. This is where the battle got scary - because you're now only using one 4th level slot for that Intensified Fireball, and not losing your move-action, this particular caster was dealing more damage regularly while retaining battlefield mobility.

3.) This NPC fled to end the combat - what I found really compelling about this class is that this particular NPC can now adapt to the PCs' tactics and defenses. The next time they face her, it'll be a different combat -- for me, that's a strong positive especially at high levels. And it doesn't feel cheap like a sorcerer that somehow has the right spells to exploit PC vulnerabilities.

4.) I felt the class lacked a strong tie between the chosen school and the bloodline. It would be more design-intensive, but pretty interesting to have the arcane school and the bloodline interact uniquely. An Aberrant bloodline necromancer that had a specific ability to make it different from an aberrant bloodline transmuter would be a rewarding experience.

Overall, I found this to be a power-up on the sorcerer when used as a recurring NPC that can tailor its tactics based on its previous encounters with the PCs. In my test it was a welcome boost because it adds tactical interest to the game. In a future test I'll make a PC Arcanist who loads up his prepared spell list with meta-magicked spells - I have a hunch there's room for abuse here but I don't yet have anything to back up that hunch.

-Eric

Scarab Sages RPG Superstar 2009 Top 4

Hello! I'm looking to tap into the collective knowledge of this community to come up with a list of class abilities or spells that allow a character to temporarily gain access to a feat/spell/ability from a broad list. Basically, these abilities grow more powerful the more source material your game has access to. Examples of what I'm talking about:

Ninja Trick -
Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.

Cleric's War Domain -
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Inquisitor Teamwork Feat -
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained.

Magus Knowledge Pool -
Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

To some degree, the limited wish, wish, and miracle spells also do this, allowing you access to spells you do not otherwise know how to cast.

Can you point me in the direction of similar abilities you've come across? I'm pretty sure there are others but I wanted to crowdsource a bit before doing a slow crawl through the books.

Thank You!

-eric

Scarab Sages RPG Superstar 2009 Top 4

Hello, I could use some advice as I am a relative novice to running Pathfinder Society sessions. I would like to plot a course through the season 2 modules that takes characters through the Shadow Lodge meta-plot from level 1. Below is my tentative outline of the order I'd run these scenarios. This is based mostly on the product blurbs, since I don't yet own all of these.

What I'm looking for is advice on whether some of these modules play better at certain tiers. Also, whether some of the scenarios below have little to do with the overall plot and can be skipped, or if modules I have left out have some good ties to the meta-plot and I should definitely include them.

Level 1:
Master of the Fallen Fortress
City of Strangers I -- The Shadow Gambit
City of Strangers II -- The Twofold Demise

Level 2:
Godsmouth Heresy

Level 3:
The Midnight Mauler
Before the Dawn I - The Bloodcove Disguise
Before the Dawn II - Rescue at Azlant Ridge

Level 4:
Shades of Ice I - Written in Blood
Shades of Ice II - Exiles of Winter
Shades of Ice III - Keep of the Huscarl King

Level 5:
Murder on the Throaty Mermaid
The Penumbral Accords
The Rebel's Ransom

Level 6:
Wrath of the Accursed
The Dalsine Affair
The Sarkorian Prophecy

Level 7:
Shadows Fall on Absalom
Shadow's Last Stand I: At Shadow's Door
Shadow's Last Stand II: Web of Corruption

I do appreciate any and all advice on the best way to get at all the good stuff out of the Shadow Lodge plotline.

Thanks!

Scarab Sages RPG Superstar 2009 Top 4

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

Is there any reason people can see that the armor provided by the "armor of bones," "wood armor," "spirit shield," and "cloak of darkness" Oracle Revelations could not be further enhanced by a Magic Vestment spell?

Scarab Sages RPG Superstar 2009 Top 4

I have a giant NPC barbarian, with the "Hurling" series of rage powers. He's capable of throwing objects of huge size. Is there intent or precedent for a thrown huge object to attack all targets in a 15x15 area? Or is the attack against a single target only - with the huge object size simply a measure of how much damage the thing does?

Thanks for any thoughts on the matter...

Scarab Sages RPG Superstar 2009 Top 4

1 person marked this as FAQ candidate.
Stalwart Defender's Defensive Powers wrote:
Bulwark (Ex): Add your armor check penalty as a bonus to the DC an opponent must beat to bluff you, and to the DC of Acrobatics checks to pass through your threatened squares.

As written, this is a weird mechanic. You have a number that represents how hard it is for you to maneuver properly while wearing armor (Armor Check Penalty). As this penalty gets more severe, it actually improves your ability to react to opponents? And as you obtain better, more maneuverable armor (or greater skill in wearing armor -- Armor Training, etc.) your ability to react to your enemies decreases?

Maybe the class's dodge bonus to AC would be a better number to use here? I don't know, I'm just wondering whether this is a correctly written power or if the author meant to use a different number.

Thanks for any insight...

-eric

Scarab Sages RPG Superstar 2009 Top 4

... for purposes of teamwork feats? Most of these feats require you to be adjacent to another character who has the same feat. The cavalier can grant a teamwork feat to his mount, since the recipients of "tactician" don't need to meet the feat's prerequisites. I'm just wondering how to adjudicate a cavalier who tries to use "coordinated defense" and "coordinated maneuvers" while mounted.

Thanks for any thoughts.

Scarab Sages RPG Superstar 2009 Top 4

Should special, situational attacks, such as sneak attack or smite, be factored in when calculating how much damage output a monster is capable of for its CR?

Or do these situational attacks exist outside the expected range because they might not come into play?

How about feats such as power attack or deadly aim? do these get counted as part of the creature's potential damage output when assigning CR?

Thanks for any thoughts you might have.

Scarab Sages RPG Superstar 2009 Top 4

Does Powerful Charge count as a doubling of the base attack damage dice(example, minotaur's Gore attack) or does it count as a specific amount of damage suject to further doubling by critical hits, vital strikes etc.?

Example,

Gore attack does 1d6+6, but when used in a Powerful Charge it does 2d6+9.

On a critical hit, does this attack do 3d6+18 (an additional "doubling" of the base 1d6 damage die) or 4d6+19 (doubling the entire powerful charge attack dice)

Scarab Sages RPG Superstar 2009 Top 4

cavalier playtest wrote:
Mounted Mastery (Ex): At 8th level, the cavalier applies 1/2 the normal armor check penalty to the Ride skill. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.

Does the Mount's STR bonus get added before doubling the weapon damage (in the case of a lance or the spirited charge feat)? I'm preparing a high-level playtest and I'm working with the following variables:

Cavalier's STR 22 (+6)
Lance +3
Power Attack -5/+10
Mount's STR 26 (+8)
Ride-By Attack and Spirited Charge
Greater Vital Strike

so the numbers are either:

3x (1d8 +6[STR] +3[Magic], +10[Power Atk] +8[Mount STR]) plus 3d8, for a total of 6d8+81

OR

3x (1d8 +6[STR] +3[Magic], +10[Power Atk]) plus 3d8, plus 8[mount STR], for a total of 6d8+65

...a difference of 16 points, which is pretty large for a single attack.

Scarab Sages RPG Superstar 2009 Top 4

Ran a quick test last night with a summoner who had the Brew Potion feat. The summoner spell list opens the door to potions of Improved Invisibility and Fire Shield, a pair of spells I find a little too powerful for common use by non-spellcasters.

Additionally, the 3.5 haste is pretty balanced at 3rd level, where potions cost 750 and wands cost 11,250, and there are tons of great spells to choose from. As a 2nd level spell, with 400gp potions and 6000gp wands, and a class who has summoned critters running all over the place, haste is now in the "too good for its level" category.

YMMV, of course.

Scarab Sages RPG Superstar 2009 Top 4

The three core classes that offer Animal Companions as a class feature (paladin, ranger, druid) all have spellcasting abilities that allow them to buff or heal their pet. The cavalier's animal is key to getting the most out of his class features, yet the cavalier himself has no way to augment or help out his mount aside from magic items and the occasional use of negating hits via mounted combat.

I ran four 8th-level encounters against four different chromatic dragons. PCs had 3 rounds to buff and included:

Group 1: Sorcerer, Rogue, Cleric, Ranger w/ Wolf
Tactics - ranger buffed wolf with barkskin (Rgr), resist energy (Rgr), magic fang (Rgr), Haste (Sor), Prayer (Clr)

Group 2: Sorcerer, Rogue, Druid w/Ape, Fighter
Tactics - druid's ape had breastplate, prot. energy (Dru), bull's strength (Dru), bear's endurance (Dru), Haste (Sor)

Group 3: Sorcerer, Bard, Paladin w/Big Cat, Fighter
Tactics - paladin's cat had shield other (Pal), resist energy (Pal), divine favor (Pal), Courage (Brd), Haste (Sor)

Group 4: Sorcerer, Rogue, Cleric, Cavalier w/War Horse
Tactics - horse affected by prayer (Clr) and haste (Sor)

In these fights, the cavalier's horse fared terribly (cooked at range from a quickly-recharged lightning breath, dropping cavalier into the dirt more than a full move away. Got one good charge attack in) and the wolf didn't do too much better, mostly helping the rogue get sneak attacks before being knocked down by a tail slap.

My gut feeling is that the cavalier absolutely needs more ways to protect his animal. Maybe this would be negating additional hits via mounted combat, maybe it would be an "armor training" like ability that allows his mount to gain more benefits from barding.

I'm curious if others are seeing the same thing.

Scarab Sages RPG Superstar 2009 Top 4

Are there rules for what size category a mount needs to be for a particular rider? Can medium-size riders use a medium-size mount or does the mount always need to be one size larger than its rider?

Scarab Sages RPG Superstar 2009 Top 4

things that go *bump* in the night.

This question applies to any creature that has the ability to grab/constrict AND do something else. Marilith, for example. Also Salamander.

Scarab Sages RPG Superstar 2009 Top 4 , Star Voter Season 6 aka raidou

Last Ride of the Mammoth Lords is an adventure for four or five 8th level characters, featuring a mix of combat, role-playing, skill-use and puzzle-solving. The PCs will have reached 9th level before they begin the final encounter.

ACT 1: The Realm of the Mammoth Lords

Scene 1 (CR9):
The PCs begin in the sprawling springtime marketplace of the northern city of Gundron. Eight tribesmen, sluggish and seemingly drunk, lumber through the crowd, heedless of whom they knock down. Four armed tribesmen trail behind, nervously watching their kin. An angry merchant adjacent to the PCs grabs the arm of a slow-moving barbarian who has swiped some meat off the merchant’s cart. Suddenly the bazaar explodes into savage violence. The eight enraged 4th level barbarians attack bystanders, merchants, and PCs with lethal force. Immediately, the tribesmen in the smaller group move to engage their kin, aiding the PCs and doing their best to defend fleeing citizens.

When struck, these barbarians bleed with a slow, sticky sap. Their skin is a rough patchwork of bark-like lesions that erupt upon a barbarian’s death, spilling acorn-sized seeds all about.

Scene 2:
The surviving tribesmen attempt to make amends with the merchants, guards, and customers, and thank the PCs for their assistance. Their leader, a tribal sub-chief named Haëndir, introduces himself and explains their problem:

A virulent toxin, originating within the Great Ice Shelf, is polluting the rivers and streams of the Mammoth Lords. Their elders do nothing, claiming that a tribesman’s survival in the tundra is solely the product of his own strength and endurance. Every outlander Haëndir approaches for assistance turns him down; the crusaders in Mendev fight their own war, and both Numerian and Belzken barbarians are unconcerned with the affairs of the Mammoth Lords. Haëndir’s followers have become near-exiles, questing for aid to their ailing tribes.

The Toxin: This ingested venom acts in three stages. Thirst and lethargy come first. Within days, moving causes great pain and the toxin begins to deteriorate a victim’s mental abilities. Beyond this stage, a victim is barely mobile, as his body transforms into primarily plant matter. Magic such as neutralize poison acts as if the human tissue is the toxin, killing the victim.

Having observed the PCs’ prowess in battle, Haëndir pleads with them for help. Should they accept, the PCs depart the city with Haëndir and his followers, journeying into the tundra to meet with the young tribal sub-chiefs. The tribesmen’s mounts are lean, horned, triceratops-like creatures bred for tundra life. Haëndir offers a saurian mount to each PC skilled in riding or handling animals, and teaches them how to “set” a horned mount to meet a charge.

Scene 3 (CR10):
Trolls from Irrisen spot the PCs as they cross the broken borderlands near Hillscross into the western tundra. These trolls ride upon great, vulture-like dinosaurs – black-feathered megaraptors that move across the rough ground at incredible speeds. There is no way to outrun them, but the PCs have time to prepare. Three trolls and two megaraptors target the PCs directly, while other battles rage around them. Trolls leap from their mounts onto the PCs’ beasts, forcing ride checks to keep the beasts controlled.

Scene 4 (four CR7 events):
Many tribes gather at a springtime festival of brawn and debauchery. The tribal elders feud with their younger sub-chiefs over the plight of the tribes. The PCs speak with the sub-chiefs who desperately want to save their peoples. The sub-chiefs know that a massive vine-like creature is burrowing its way through the glacier, its poisonous sap seeping into glacial waters. They call it “Jökul-Vidja” (YOH-kool VEED-yah), the “Creeping Abomination”, and add that one of the Abomination’s tendrils has recently burst from the glacier above a frost giant gravesite. Tribal custom marks the Great Ice Shelf as taboo; expeditions there have only brought reprisals from giants, dragons, and worse. Further, the sub-chiefs know little of sorcery – they recognize that whatever is happening in the glacier is beyond their understanding, and possibly beyond their ability to defeat.

If the PCs can convince the sub-chiefs of their ability to help the tribes, the young leaders will marshal a host of their people to journey to the foot of the glacier in defiance of their elders. This diplomacy might take a little work, but fortunately at this festival there are “games” to test the qualities of any true barbarian. Success at any of the following raises the PCs’ disposition with the sub-chiefs.

Tests of Mettle

  • Roc Diving: The barbarians drop treasure into one of four interconnected hot springs. The contestant grasps the feet of a giant bird, which flies up to a great height. This person attempts to dive into one of the simmering pools and recover the treasure. This requires a series of checks (handle animal, fly, swim, constitution, perception), and the pools deal ongoing heat damage. Those who are successful get to keep the treasure – typically valuables carved of ivory.
  • Mammoth Jousting: Riders must try to stay mounted and knock opponents off of their mounts, usually to be trampled in the dust by elephantine feet. Fine magical bows or spears are the reward for strong competitors in this event.

    Tests of Character

  • Tribal chiefs and their guests take turns telling tales of their epic exploits. This is a series of bluff and sense motive checks to separate truth from fiction, but also gives the PCs a chance to boast of their adventures.
  • The tribesmen take the roles of host and guest seriously. When speaking with a chief or sub-chief, the PCs should bring a gift of food or drink (successful gather information checks will reveal an appropriate gift).

    ACT 2: The Burning Heart of the Glacier

    Scene 5 (CR10):
    PCs and their barbarian allies ride to the foot of the glacier, where vast piles of rubble and ice mix with bleached mammoth skeletons and giants’ skulls. This is a desecrated gravesite. While exploring, the PCs are attacked by three rune-etched mammoth skeletons (Rajpat Ampuri, PF#9, p.84), which rise from the rubble. Afterward, the PCs and their allies must leave their mounts behind and ascend the mounds of debris to where the Abomination’s tendrils have erupted from the glacier wall, tumbling in thick strands to the tundra below.

    Scene 6:
    The otherworldly vines burrowing through the ice emit a burning, acidic poison. The vines do not attack, but cutting them sprays this toxin everywhere. The vines melt the glacier as they tunnel, creating wide caverns and sending torrents of water rushing deep into the interior. PCs and their allies enter these caves, and can excavate an entire frost giant longship (the funeral boat of a mighty Jarl) from the ice. Entombed within is a massive curled hunting horn, carved from a single tusk and scarred with giant runes. When blown, this device can animate the undead mammoths found in the graveyard below.

    After excavating this boat, the PCs must choose a crew of 20 from among the tribesmen willing to venture further, then sail this enormous vessel through raging river tunnels, into the heart of the glacier. Gargantuan, writhing vines line the waterways, providing a roadmap to the party’s destination.

  • CR7: The ship periodically crashes into icy walls, taking damage and requiring regular repair. PCs and their allies can utilize huge oars to negate hits to the ship akin to how a mounted combatant can negate hits to his mount.
  • CR9: Two large caverns along the way provide respite and a chance to repair the ship. However, these caves swarm with trolls, which will attack mercilessly. Four or five trolls attack the PCs directly per combat, while their barbarian allies engage in melee around them.

    Scene 7 (CR10):
    The PCs’ longship careens through the rapids, coming to rest in a wide lake at the base of the glacier, many miles from where they began. A crack in the northeastern glacier wall reveals a steaming jungle beyond. The PCs are now free to explore this new land. A taiga giant (PF#4, p.84) observes the longship’s arrival and determines that the PCs are grave robbers. It waits until PCs begin their exploration, then ferociously attacks unless calmed or bribed. Its initial attitude is hostile.

    The Lost Jungle and Temple of the Ancestors
    The primeval jungle exists in an ice cavern roughly ten miles in diameter. The oppressive heat of the place vents outward through fissures in the ice. From these great cracks, raging waterfalls re-enter the jungle, draining to the south. Massive beams of light emerge from holes in the glacier walls, converging at a temple complex in the heart of the jungle, and providing continuous daylight to the entire area.

    Dinosaurs, girallons, carnivorous plants, and monstrous vermin wander the jungle. These encounters range from CR7 to CR9 and mainly add flavor and danger to this realm. The jungle contains five distinct sites.

    Forgotten Tribe:
    In the southwestern jungle, a matriarchal barbarian tribe has endured for generations. Their leader is Izira, a mighty, red-haired queen every bit as ruthless as any Mammoth Lord chieftain. She knows the ways of the Mammoth Lords because she was once one of them; her young son died during a tribal journey in the depths of winter. In a blind fury, she slaughtered the chieftain, her husband, and fled to the east. There, she became a slave of the Witch Queen of Irrisen.

    Izira journeyed to this jungle at the Witch Queen’s behest, to release Jökul-Vidja from captivity, poisoning the tribes of the Mammoth Lords and clearing the tundra for the Witch Queen’s anticipated alliance with the demonic Worldwound.

    Izira overthrew the reigning matriarch of the native barbarians, assuming command of the two hundred–strong tribe. She then moved the seven ziggurats (see the Temple of the Ancestors), strengthening the Abomination by flooding the Temple grounds with red radiance.

    Jökul-Vidja, the Creeping Abomination:
    This swath of jungle spreads from the Temple of the Ancestors to the western face of the glacier wall, writhing and crawling with thorn-studded, alien vines. The vines climb and burrow into the western ice wall. Plant monsters flourish in this area, particularly shambling mounds and the bizarre, alien Moonflowers (PF#14, p.82). The Abomination’s growth accelerates when bathed in strong red, orange, and yellow light (such as Golarion’s natural sunlight).

    Cornerstones:
    Three giant, rune-covered monoliths stand in wide glacial caverns to the northeast, east, and southeast of the jungle. They are receptacles for elemental and psychic energy, built long ago by prophets attempting to save their civilization from the destruction ravaged upon Golarion by the Starfall and the resulting northern Ice Age. Each of these receptacles harnesses an element type – cold, wind, and fire – and transforms that energy via Energy Absorption (a psionic power) into powerful rays of daylight that shine through holes in the glacier wall and project toward the Temple.

    For decades, a powerful salamander sorcerer and its fiery minions have laired in the southeastern volcanic caves housing the Flame Cornerstone. Izira impressed them with her audacity, and they willingly obey her request to block the Cornerstone’s light from reaching the Temple. Thus, no beams of light emerge from the hole in the southeastern wall of the glacier.

    Taiga Giants:
    A tribe of cautious, spiritual giants occupies the northern jungle. They keep to themselves, but are quick to put down intrusions into their domain. The taiga giants know a great deal about the workings of the Cornerstones, the Temple of the Ancestors, and the Prismatic Nexus.

    Temple of the Ancestors:
    In the center of the jungle is an Aztec-inspired city built on a series of canals. Now mostly vine-choked ruins, the city prominently features seven ziggurats, studded with quartz, jade, and amethyst shards and topped with hulking prism-like crystals. These temples’ locations in the city form a heptagon. There is a vacant, square foundation in the center of the city, the same size as the base of a ziggurat.

    The city is the focal point for five blazing beams of daylight, shining from two holes in the glacier walls. Currently, three beams of daylight emerge from the northeastern hole and two beams emerge from the east. A third opening to the southeast projects no light. Each beam of light passes through a prism atop a ziggurat, where it refracts into a smaller beam of solid color, red through violet. Five ziggurat prisms are therefore active, and two have no light arriving at their prisms. Each colored beam of light projects clockwise toward a circular relief on the next ziggurat. Of the five active beams of color projecting from the ziggurats’ prisms, four are red and one is yellow.

    The city’s temples function as a giant sliding-block puzzle. Given enough strength, these ziggurats can be dislodged, then pulled or pushed along grooves built into the city’s interconnected canals. The ancients used huge dinosaurs for this purpose, but the PCs might devise their own means of moving the ziggurats.

    Each ziggurat is set on a square foundation. There are eight of these water-filled foundations in all, seven at points along the outer canals and one in the central city. Each ziggurat, once moved into a foundation along the outer canals, catches a beam of daylight from the glacier walls and projects its colored beam as described above. Each ziggurat will change the color it emits depending on where it is set; different ziggurats tested in the same foundation also emit different colors.

    Two beams of light will emerge from the southeastern glacier wall once the PCs re-enable the Flame Cornerstone (see Cornerstones, above), allowing all seven ziggurats to receive beams of daylight.

    Within the city area, spells with the [light] descriptor deal energy damage depending on which color is “dominant” in the area – if four or more beams have identical colors, that color is considered dominant. Such spells deal fire damage in a red-dominant area, and deal cold damage in a blue-dominant area. Different configurations of ziggurats apply different effects to the environment. When all colors are represented evenly (one beam of each color), the city’s light equalizes and the Prismatic Nexus activates.

    ACT 3: The Prismatic Nexus

    Scene 8 (CR8):
    The PCs leave the boat and discover the matriarchal tribe. Initially, the queen and her barbarians are cautious but hospitable. She secretly plots to separate the PCs from the tribesmen, to better target smaller groups as the PCs explore the jungle. The PCs might sense motive, revealing her desire for bloodshed. Though a role-playing encounter (the queen should not attack the PCs immediately), the PCs receive XP for anticipating danger.

    Scene 9 (multiple CR9 encounters):
    The PCs explore the Temple grounds. Within the city’s ziggurats are glyphs describing specific arrangements of the temples. By deciphering the glyphs, the PCs can piece together the correct placement of the monuments to achieve specific effects – such as weakening the Abomination. Enemies here include derro ghouls, ancient golems, and undead horrors known as radiant wraiths.

    New Monster: A radiant wraith is a type of incorporeal undead that appears as a vaguely man-shaped aura of light. Its touch attacks deal energy damage based on the wraith’s current hue. A radiant wraith can alter its color once per round, thus modifying its energy damage. If a radiant wraith’s hue matches the dominant light color within the city, it deals extra energy damage with that attack.

    Scene 10 (CR10):
    The PCs try to restore the Flame Cornerstone. This brings them into conflict with the fiery denizens of the volcanic caves (see Cornerstones, above) and alerts Izira that they are close to unraveling her plans. The salamander’s minions include advanced magmin, mephits, and hellhounds.

    Scene 11 (CR8):
    The PCs attempt diplomacy with the taiga giants, perhaps by making amends for the death of the giants’ kinsman when first arriving in the jungle. If made helpful, the giants will explain how the ziggurats used to operate, and will suggest that the Ancestors held Jökul-Vidja dormant for many years by “balancing” the radiant energy in the city. An alliance with the taiga giants awards XP and causes the city’s radiant wraiths to become indifferent toward the party rather than hostile.

    Scene 12 (CR10):
    Once the PCs begin moving the ziggurats, Izira attacks – first by sabotage (killing dinosaurs, severing ropes or chains, etc.) and then by brute force. Izira is a 9th level barbarian and rides an elite wyvern mount. She leads a strong team of five 5th level barbarians and rangers.

    Scene 13 (CR9 and CR13):
    The PCs assemble the ziggurats such that all seven beams are unique colors, in order (red through violet), creating the Prismatic Nexus. This effect bathes the entire city in soft white light. The Prismatic Nexus is a conduit that taps directly into energy from the elemental planes, maintaining a stable environment despite the prevailing climate (such as an ice age or a world-spanning darkness). It is how this jungle has survived intact for so long. Figuring out how to piece together the Prismatic Nexus awards experience equal to a CR9 encounter.

    The Prismatic Nexus is debilitating to aberrant creatures, causing them constant agony while within its radiance. Consider affected creatures sickened for combat purposes. Once active, the Prismatic Nexus draws Jökul-Vidja forth. The entire city rumbles as the Abomination’s main nerve center rips upward through flagstones to assault any living creature in its path.

    The Abomination’s nerve center is effectively an elite, plant-typed ten-headed hydra (CR12 for being sickened; normally CR13) able to breathe sizzling jets of toxic slime. A massive stalk of aberrant plant matter supports its great bulk. Consider the Abomination an aberration for the Prismatic Nexus’s sickening effect. Slaying the nerve center ends the Abomination’s threat, as the entire mass of burrowing vines freezes inside the glacier within hours.

    Concluding the Adventure: The Mammoth Lord sub-chiefs honor the returning PCs as living legends, showering them with gifts and composing epic tales of their deeds. In addition, they grant each PC a triceratops-like mount as a gesture of friendship.

  • Scarab Sages RPG Superstar 2009 Top 4 , Star Voter Season 6 aka raidou

    Hecataeus: Sanctum of the Colossus

    Hecataeus maintains several estates, but none so removed from civilization as his prized manor in the Malgorian Mountains, south of Ravenmoor. While exploring those peaks for old dwarven machinery texts, he came upon the fragments of an ancient Thassilonian stone colossus, a find that forever changed his life. His golem companions hauled these fragments into an abandoned mine cavern, around which Hecataeus later built a small palace. From here, he has caused endless grief and suffering (mostly in a social sense) to nearly every community from Wolf’s Ear to Riddleport.

    P1. Golems at the Gate (CR15)
    This stately manor appears ingenious in its architecture but lacking in its upkeep. Its walls are granite and mostly seamless, but eroded and stained in places. A green copper bell is mounted a hundred feet east of the front steps. Two hulking, armored figures stand before the entryway. They immediately move to block the way forward.

    Hecataeus constructed these iron knights as a first line of defense against trespassers. The bell allows Hecataeus’s infrequent guests to alert him of their arrival.

    Creatures: These are iron golems. When they first spot intruders, they move together, arms folded over their chests, and begin shaking their heads as if to say “No.” If trespassers approach within 20 feet, both golems have orders to attack, beginning with poisonous breath.

    Iron Golems (2) CR13
    hp 129 (MM 136)

    P2. Atrium (CR 8)
    A magnificent chandelier floods this vast room with a warm glow. A slim balcony, reached by twin stairways at the room’s north end, circles the hall at a height of 25 feet. This room is 40 feet high, with a vaulted ceiling. A grand portrait of Hecataeus occupies the western wall, a full ten feet in height.

    Hecataeus filled this main chamber with deadly traps and misdirection. An illusory wall (Will DC21 disbelief if interacted with) covers the east wall’s southernmost exit, preventing the casual observer from discovering the caverns beyond.

    Creature: The chandelier is a huge animated object. A DC25 perception check reveals it is constructed entirely of swords. The chain affixing it to the ceiling allows it to swing, drop, or ascend anywhere within the shaded area. When anyone enters the area between the room’s pillars without first saying “It’s good to be home,” the chandelier animates, turning four greatswords point-downwards. It then drops upon a foe (treat as a charge) and strikes with all four blades in a single impaling attack. If the chandelier strikes a target, its blades close to grab the victim as a free action (CMB +15). If it successfully grabs a foe, on the following round the construct retracts toward the ceiling (move action), swings to the south (move action), and drops its victim into the pit trap (free action). It continues to do this until it deposits all foes into the pit.

    Animated Chandelier CR7
    Attack (charge): impaling greatswords +11 melee (4d6+5)
    Special Qualities: Improved Grab
    Speed: Swing 40, Ascend 20, Drop 80
    hp 84 (MM 14, Huge Animated Object)

    Trap: Camouflaged Pit Trap with Gelatinous Cube (CR5)
    This 40ft. deep pit is half-filled with a gelatinous cube, used primarily as a garbage disposal. Falling PCs take no impact damage but immediately take acid damage to themselves and their possessions, and are considered engulfed. There is nowhere to stand without touching the cube. PCs must climb (DC15) or be rescued.

    Gelatinous Cube CR3
    hp 54 (MM 201)

    Camouflaged 40ft. Pit Trap CR4
    (DMG 74)

    P3. Banquet Hall (CR12)
    A large table is set as if for a feast, though there is no food. A magnificent throne stands at the western side of the hall. Seated around the table are six large humans dressed in gaudy robes. One suddenly breaks the silence, thrusting an empty goblet into the air and proclaiming “A toast to your accomplishments, Master!”

    Hecataeus created golems in the images of his academic peers. He has perfected the ability to grant his flesh golems simple programmed speech, and each night he dines with them here as they toast his greatness.

    Behind a polished shield on the north wall, there is a secret door (discovered with a DC28 perception check). This opens into a narrow hallway, with another exit into the lecture hall (area P4). From this space, tiny peepholes in the walls allow an observer to look out into areas P3, P4, and P5.

    Creatures: These six flesh golems will attack only if someone sits on the throne without saying the phrase “Feast, my pathetic apprentices!” Each golem is capable of making simple verbal responses to Hecataeus’s toasts, insults, and conversations.

    Flesh Golems (6) CR7
    hp 79 (MM 135)

    P4. Lecture Hall (CR10)
    Seven desks face a podium and large slate board. Seated two to a desk, tiny cherubic dolls chatter and pull each other’s hair. One red-haired doll stands forlornly in a corner, facing the wall. Shelved books and papers on an assortment of topics line the east and west walls.

    Believing himself a master orator and instructor, Hecataeus arranged a small classroom of aspiring students. Each morning, he instructs these creatures in the finer arcane arts. He keeps blueprints, spellbooks, and scrolls of animate object hidden beneath the podium in this room (DC30 perception check to notice the frequently-moved podium).

    Creatures: These are Soulbound Dolls. The little monsters will break into a cacophony of shrieks and laughter when anyone enters the room, and unless someone speaks “Good morning, class” within three rounds, the “class” will swarm and attack them with their cause serious wounds spell-like ability.

    NE Soulbound Dolls (15) CR2
    hp 19 (PF#7 84)

    P5. Goldfish Pool
    Resembling a sea-fisherman, a stone man sits at the edge of this pool. It holds a fishing rod and gazes at the water, in which swim hundreds of bloated, colorful fish. Surrounding the pool are a dozen statues in unsettlingly life-like poses.

    Hecataeus is fond of polymorphing his enemies into harmless creatures, such as mice and goldfish. The latter he tosses into this pond. Occasionally he also simply petrifies his enemies. He places their stone bodies in this room as well, typically in poses that seem “artistic” to Hecataeus but would be tasteless and borderline lewd to just about anyone else. The fisherman has instructions to throw back any fish it catches, but does not otherwise attack. If interacted with, the fisherman is considered a medium animated object with the Hardness special quality.

    Stone Fisherman CR N/A
    hp 31, Hardness 10 (MM 13, Medium Animated Object)

    P6. Garden and Rat Maze (CR10)
    This lush rose garden is open to the sky, abuzz with the noise of small animals. Cages of rats, mice, birds, and rabbits line the south wall. A ten-foot-square wooden maze sits in the center of the room, and ladders lead to an encircling balcony 15 feet up. A large clay figure moves about, trimming and tending the garden.

    When Hecataeus polymorphs his foes into non-aquatic wildlife, he places them here. He takes great joy in watching his former foes-turned-rodents run through his elaborate maze for their dinner. Here, Hecataeus also torments a meddlesome intelligent amulet (a golembane scarab), coating it in animal fat and tossing it into the maze for the rodents to find. The vermin gnaw away at the amulet until Hecataeus grows bored and “rescues” the troublesome bauble.

    All along the balcony are pots containing shriekers (DC25 perception to detect from the ground). These fungi emit an ear-splitting screech whenever a creature larger than a hawk flies past the balcony into the garden.

    Creature: Hecataeus recently stole the clay golem from a nearby temple. It attacks any person who enters the garden without first saying “How’s the weather today?” The shriekers are immobile, but alert Hecataeus of intruders.

    Clay Golem CR10
    hp 90 (MM 134)

    Shriekers (20) CR1
    hp 11 (MM 112)

    C1. Entryway (CR9)
    The palace steps descend 15 feet to a large semicircular platform. This area cuts through the mountain and overlooks a grand excavation below.

    Creature: A scorpion-like monster called a Skull Ripper, made largely of fused skulls, guards this platform. It ruthlessly attacks any intruders into this area.

    Skull Ripper CR9
    hp 112 (PF#3 84)

    C2. Sanctum of the Colossus (CR 15)
    This majestic cavern, well-lit for its size, extends hundreds of feet to the south. Continual flame torches hang from chains drilled into the rocky ceiling. Massive fragments of white marble, once the head, shoulder, arm, gauntlet, and lower torso of some mighty colossus, lie arranged on the ground, surrounded by piles of rubble. Stone laborers work tirelessly among the ruins, bringing fragments of this ancient statue to specific locations on the cavern floor.

    Hecataeus spends daylight hours here, atop one of three foreman’s platforms. He directs his mindless drones to lift, drag, dig, and organize the fragments of his monolithic dream. He uses spells and items to repair and shape the stone according to his specific blueprints.

    When enemies approach, he will call his six Cutlass Spiders to advance, following up with his figurine of wondrous power. These creatures provide a frontal assault while Hecataeus casts preparatory spells from relative safety. He never strays more than 100 feet from one of his three shield guardians. Each shield guardian remains stationed at a foreman’s platform, but will move and attack any creature on or within reach of these.

    At any time, Hecataeus can command the platform bridge (itself a construct) to swing into any of the positions noted on the map. It takes one full round for the bridge to swivel to the next platform. When the bridge is in motion, any character (including Hecataeus) standing on it must make a balance check (DC10) or be considered flat-footed for the duration of the bridge’s movement. Failure by 5 or more means that character tumbles off the bridge to the ground 20 feet below.

    The cavern floor is considered lightly obstructed terrain, with dense rubble piled up in many areas (noted on the map). Cover is plentiful, and Hecataeus will take advantage of it. The colossus fragments can be climbed with a DC15 check. All pieces stand 15 feet high except for the gauntlet, which stands 5 feet off the ground.

    Fifty stone workers are scattered throughout the rubble, each one singularly fixed on its task. These do not attack or even notice any conflict or intrusion here. If interacted with, these are considered medium animated objects with the Hardness special quality.

    In pitched combat, Hecataeus will attempt to neutralize threats quickly, one at a time. He may pause to gloat for a round if he achieves a particularly satisfying victory (polymorphing the party’s warrior or feebleminding the party’s wizard, for example). At the earliest opportunity, he will hide amid the rubble and let a projected image rain down damaging spells upon the group.

    When below 70 hit points, he will teleport to the lecture hall (area P4), grab his paperwork, and hide in the secret area beyond.

    Creatures: Cutlass Spiders are spider-shaped constructs made entirely of bladed weapons. These large horrors are able to move effortlessly over rubble and fragments of the colossus. Hecataeus’s shield guardians are constructed in his image, carved to resemble him in a military officer’s garb.

    Cutlass Spiders (6) CR6
    hp 74 (PF#15 84)

    Shield Guardians (3) CR8
    hp 112 (MM 223)

    Stone Laborers (50) CR N/A
    hp 31, Hardness 10 (MM 13, Medium Animated Object)

    C3. Unfinished Exit (CR16)
    The air in this wide, dark cavern is heavy and oppressive. In the darkness ahead echo the massive footfalls of some great creature.

    The pinnacle of Hecataeus’s creations, a greater stone golem, wanders this passageway. It tunnels and excavates rock so that the colossus can leave its chamber and re-enter the world when fully complete.

    Creature: This golem will attack any creature other than Hecataeus that enters this passageway. It resembles its maker as well, appearing bare-chested and powerfully muscled – a perfect physical specimen.

    Greater Stone Golem CR16
    hp 271 (MM 136)

    Scarab Sages RPG Superstar 2009 Top 4 , Star Voter Season 6 aka raidou

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    Vashkar, the False Maharajah
    male vampire rakshasa Monk 8/Fighter 1/Eldritch Knight 4

    Description:
    Jackal-headed Vashkar is a nightmarish parody of rakshasa pageantry and decadence. His thin, bone-yellow fur grows in ragged tufts and patches, showing through the vermin-eaten monastic garb of his lost youth. A grotesque stain of crimson-turned-brown discolors the flesh along his lower jaw, chin, and jugular. Vashkar is unconcerned with cleanliness or appearance, and the air around him reeks of festering decay.

    Within his palace in the ashen wastes, multiple heads of two mighty maharajahs hang as trophies upon the walls, writhing in undead anguish and howling eternally in the tongues of beasts. Vashkar frequently meditates amidst their wailing, and for brief moments recalls the raw taste of paradise.

    Motivations/Goals:
    The seven maharajahs saw true power in Vashkar's future incarnations. They took him in as their own, named him samrata, and tamed his feral savagery in the cold forge of monastic discipline. They feasted him with banquets of Vudrani flesh, and bathed him in the scent of myrrh. Vashkar's reincarnations would be glorious.

    His noble destiny crumbled in the streets of Absalom at the hands of the demon vampire Merishka. She broke his body, drank deeply of his blood, and laughed at his impotence as his eyes reopened to an immortal life with no hope of reincarnation. For years, she kept Vashkar as a frenzied pet, collared in anti-magic - a starved, beaten, and neglected dog on a chain. He finally emerged, a free-willed beast, leaving her half-devoured bones the sole memory of his passing.

    Resurrection might restore life, but would be unable to cleanse Vashkar's polluted soul. The rakshasas reviled him as pagala, a low beast worthy of scorn. In reply, he visited his wrath upon rakshasas, vampires, and humankind with reckless ferocity. It was in Absalom that Vashkar heard the call of the Starstone, that instrument of divine ascension. It sang in the near-forgotten language of his youth, songs of rebirth and eternity.

    Today, Vashkar nurses a seething hatred of all who seek immortality through reincarnation. He is fanatically convinced that the Starstone has presented a test - by thwarting the reincarnations of others, he can demonstrate the mastery of eternal rebirth necessary for divine control of reincarnation. Should Vashkar provoke his five remaining maharajah masters into open conflict, he can unleash his brood of vampire rakshasas into their midst, bringing the maharajahs' glorious dreams of eternal incarnations to a brutal, screaming end.

    Schemes/Plots/Adventure Hooks:


    • Vashkar captures a sacred phoenix to extract the secrets of rebirth, tormenting it in caverns beneath a remote village. The PCs must face charmed villagers and vampire spawn to retrieve it.
    • A solar flare creates a spectacular aurora, drawing druids and priests of Saranrae to the arctic for the winter solstice. Vashkar dispatches rakshasa vampires to undertake a grand feast in the northern darkness.
    • Merishka lives! Seeking Vashkar's complete oblivion, the she-demon offers the PCs everything she knows about the rakshasa. Can they ally with one demon to slay another?

    VASHKAR, THE FALSE MAHARAJAH CR 20 [CR8 base rakshasa (Escape From Old Korvosa p35), +4.5 monk non-associated levels, +1 fighter, +4 eldritch knight, +2 vampire]
    LE Medium Undead (augmented native outsider)
    Init +11 [+7 Dex, +4 Imp. Init]; Senses darkvision 60ft.; perception +40 [18 ranks, +7 Wis, +4 feat (alertness), +3 rakshasa class skill, +8 vampire racial]

    ===== Defense =====
    AC 50, touch 27, flat-footed 43; (+4 armor, +7 Dex, +10 monk [+2 base monk AC, +1 monk's robe, +7 Wis], +15 natural [+9 rakshasa, +6 vampire], +4 shield)
    hp 310 (20d12+180 [Cha +9/HD]); fast healing 5
    Fort +18 [+3 cloak, +2 eldritch knight, +2 fighter, +6 monk, +5 rakshasa], Ref +24 [+3 cloak, +7 Dex, +1 eldritch knight, +2 lightning reflexes, +6 monk, +5 rakshasa], Will +22 [+3 cloak, +7 Wis, +1 eldritch knight, +6 monk, +5 rakshasa]; +2 against enchantment
    Defensive Abilities contingency, deflect arrows, dodge, evasion, mobility, monk AC bonus, purity of body, slow fall 40ft., snatch arrows 2/day, still mind; DR 15/good and piercing; 10/silver and magic; Immune undead traits, magic missile; Resist cold 10, electricity 10, +4 turn resistance; SR 40 [27 base rakshasa, +13 class levels]

    ===== Offense =====
    Spd 60 ft. [40 base, +20 fast movement], climb 20ft. (spider climb)
    Melee Unarmed Strike +29 [+3 amulet, +18 BAB, +7 Dex, +1 weapon focus] (3d6+11) plus energy drain [1d10 base, 2d6 w/monk's belt, 3d6 imp. natural attack; +3 amulet, +6 Str, +2 weapon specialization],
    Flurry of Blows +28/+28/+23/+18/+13 [as unarmed strike, -1 for flurry] (3d6+11) plus energy drain,
    Bite +23 [+3 amulet, +18 BAB, +7 Dex, -5 natural secondary attack] (1d6+6) [+3 amulet, +3 half-Str)
    Special Attacks blood drain, children of the night, create spawn, detect thoughts (DC21), dominate (DC24), energy drain, flurry of blows
    Spells Known (CL 10th; ranged touch +25 [+18 BAB, +7 Dex])
    5th (5/day)-- teleport
    4th (6/day)-- beast shape II, fire shield, solid fog
    3rd (7/day)-- beast shape I, displacement, haste, nondetection
    2nd (8/day)-- acid arrow, glitterdust (DC 21), rage, resist energy, shatter (DC21)
    1st (9/day)-- charm person (DC 20), endure elements, mage armor, magic missile, ray of enfeeblement, shield
    0 (at will)-- arcane mark, bleed (DC19), dancing lights, detect magic, ghost sound (DC19), mage hand, message, read magic, touch of fatigue (DC19)

    ===== Tactics =====
    Before Combat Vashkar is cunning and understands his foes. He has a contingency effect pre-cast (see Morale). He casts mage armor when he wakes and shield prior to any battle. If the PCs favor an energy type, he will cast resist energy against that type prior to engaging them.
    During Combat Vashkar knows his weaknesses. He will attempt to disarm foes whose weapons consistently cause him harm, and will cast displacement if surrounded. He will cast shatter on strongly-presented holy symbols or mirrors. He uses deflect arrows on smaller projectiles and the snatch arrows property of his gloves to snare larger missile weapons. He will attempt to disrupt spellcasters with acid arrow spells, utilizing multiple castings as needed. His ring of counterspells will negate the first dispel magic spell cast upon him. He will call a pack of ash jackals to track invisible foes via scent, and cast glitterdust to reveal them when found. When Vashkar feels confident of victory, he will cast haste and make liberal use of arcane strike and vital strike in melee, causing heavy damage with his unarmed strikes. Against rakshasas, his amulet allows his unarmed strikes to penetrate their otherwise formidable damage reduction.
    Morale Vashkar is terrified of what might happen to his immortal soul should he fail in his quest for divine ascension. He flees via alternate form, teleport, or by any means possible once reduced to 50 hit points or less. If brought to 0 hit points, a contingency effect (cast at 15th level) teleports him to his palace crypt deep in Qadira, provided he is within 1500 miles of that location.

    ===== Statistics =====
    Str 22 [base 12, +2 belt, +2 rakshasa, +6 vampire], Dex 24 [base 13, +1 ability increase, +2 belt, +4 rakshasa, +4 vampire], Con -- [base 8], Int 14 [base 10, +2 rakshasa, +2 vampire], Wis 24 [base 15, +1 ability increase, +4 headband, +2 rakshasa, +2 vampire], Cha 28 [base 14, +2 ability increase, +4 headband, +4 rakshasa, +4 vampire]
    Base Atk +18 [+4 eldritch knight, +1 fighter, +1 monk, +7 rakshasa]; CMB +27 [+4 eldritch knight, +1 fighter, +8 monk maneuver training, +7 rakshasa, +7 Dex]
    Feats agile maneuvers, alertness(B), arcane strike (+3), blind fight, combat reflexes, deflect arrows, dodge(B), gorgon's fist(B) (DC27 [10 base, +10 half character level, +7 Wis]), improved disarm(B), improved grapple, improved initiative(B), improved natural attack (unarmed strike), improved unarmed strike(B), lightning reflexes(B), mobility, spring attack(B), stunning fist(B) (12/day [8 monk levels, +3 from 12 other Hit Dice, +1 monk's robe], DC27 [10 base, +10 half character level, +7 Wis]), vital strike, weapon finesse, weapon focus(B) (unarmed strike), weapon specialization (unarmed strike)
    Skills acrobatics +25 [15 ranks, +7 Dex, +3 monk class skill], bluff +35 [11 ranks, +9 Cha, +3 rakshasa class skill, +4 rakshasa racial, +8 vampire racial], diplomacy +20 [8 ranks, +9 Cha, +3 rakshasa class skill], disguise +25 [9 ranks, +9 Cha, +3 rakshasa class skill, +4 rakshasa racial], [fly +10 [3 ranks, +7 Dex], intimidate +30 [18 ranks, +9 Cha, +3 rakshasa class skill], knowledge (planes) +10 [8 ranks, +2 Int], knowledge (religion) +10 [8 ranks, +2 Int], perception +40 [18 ranks, +7 Wis, +4 feat (alertness), +3 rakshasa class skill, +8 vampire racial], sense motive +35 [13 ranks, +7 Wis, +3 rakshasa class skill, +4 rakshasa racial, +8 vampire racial], spellcraft +15 [10 ranks, +2 Int, +3 rakshasa class skill], stealth +35 [17 ranks, +7 Dex, +3 rakshasa class skill, +8 vampire racial]
    Languages Common, Infernal, Undercommon, Vudran
    SQ alternate form, change shape, diverse training, fast movement, gaseous form, high jump, ki pool (11 points [+4 half monk levels, +7 Wis), maneuver training, spells, wholeness of body
    Combat Gear +3 lawful outsider-bane amulet of mighty fists [80,000gp], +2 belt of physical might (Str, Dex) [5,000gp], +3 cloak of resistance [9,000gp], 3 dusts of dryness [2,550gp], 2 dusts of disappearance [7,000gp], gloves of arrow snaring [4,000gp], +4 headband of mental prowess (Wis, Cha) [40,000gp], metamagic rod (lesser extend) [3,000gp], monk's robe [13,000gp], ring of counterspells (dispel magic) [4,000gp]; Other Gear ivory focus for contingency [1,500gp], ring of chameleon power [12,700gp] [total gear value 181,750gp of 185,000 available to a CR20 foe]

    ===== Ecology =====
    Environment Vashkar is most likely to be encountered in Absalom, Vudra, or his palace home in southern Qadira.
    Organization Vashkar might be encountered with groups of vampire rakshasas, with his consort (a succubus blackguard 10), or as a solo encounter in his palace.
    Treasure Vashkar has 3250gp worth of treasure or coins to spend on additional limited-use items if desired.

    ===== Special Abilities =====
    AC Bonus (Ex) Vashkar adds a special bonus, plus his Wisdom modifier to his AC. This AC bonus applies even against touch attacks or when he is flat-footed. He loses the bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
    Alternate Form (Su) As beast shape II, but Vashkar can assume only the shape of a bat, dire bat, ash jackal (wolf), or alpha jackal (dire wolf). While in this alternate form, Vashkar loses his unarmed strike and dominate ability, but he retains all other supernatural abilities, such as blood drain and energy drain. He can remain in that form until he assumes another or until the next sunrise.
    Blood Drain (Ex) Vashkar can drink blood from a living victim by pinning it while grappling. If he successfully pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round he successfully maintains the pin. On each such successful attack, Vashkar gains 5 temporary hit points.
    Change Shape (Su) Vashkar can assume a humanoid form, or revert to his own form, as a standard action. In humanoid form, he loses his claw and bite attacks. He can remain in one form until he chooses to assume a new one. A change in form cannot be dispelled, but Vashkar reverts to his natural form when killed. A true seeing spell reveals his natural form.
    Children of the Night (Su) Once per day Vashkar can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 ash jackals (wolves) as a standard action. These creatures arrive in 2d6 rounds and serve him for up to 1 hour.
    Create Spawn (Su) A humanoid, monstrous humanoid, or native outsider slain by Vashkar's energy drain rises as a vampire spawn 1d4 days after burial. If Vashkar instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under Vashkar's command and remains enslaved until his destruction. At any given time Vashkar may have enslaved spawn totaling no more than 40 Hit Dice; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. Vashkar may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
    Detect Thoughts (Su) Vashkar can continuously use detect thoughts as the spell (caster level 18th; DC21 Will save negates [10 base, +2 spell level, +9 Cha] ). He can suppress or resume this ability as a free action.
    Diverse Training (Ex) Vashkar adds his eldritch knight levels to any levels of fighter or arcane spellcasting class he has for the purposes of meeting the prerequisites for feats.
    Dominate (Su) Vashkar can crush an opponent's will just by looking into his or her eyes. This is similar to a gaze attack, except that Vashkar must use a standard action and target a single foe within 30 feet. Those merely looking at him are not affected. Anyone he targets must succeed on a DC24 Will save [10 base, +5 spell level, +9 Cha]or fall instantly under his influence as though by a dominate person spell (caster level 12th).
    Energy Drain (Su) Living creatures hit by Vashkar's unarmed strike gain two negative levels. For each negative level bestowed, he gains 5 temporary hit points. He can use his energy drain ability once per round.
    Evasion (Ex) When Vashkar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He does not gain the benefit of evasion if helpless, or if wearing medium or heavy armor.
    Fast Healing (Ex) Vashkar heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points in combat, he automatically assumes gaseous form and attempts to escape. He must reach his Qadiran crypt within 2 hours or be utterly destroyed. (He can travel up to nine miles in 2 hours.) Any additional damage dealt to him while forced into gaseous form has no effect. Once at rest in his crypt, Vashkar is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
    Fast Movement (Ex) Vashkar gains a 20-foot enhancement bonus to his speed. He loses this benefit when wearing armor or carrying a medium or heavy load. This bonus overlaps (does not stack with) spells or effects that grant an enhancement bonus to speed.
    Flurry of Blows (Ex) As a full-attack action, Vashkar may make one extra attack at his highest base attack bonus. Until his next turn, every attack roll he makes takes a -1 penalty. When using flurry of blows, he may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham).
    Gaseous Form (Su) As a standard action, Vashkar can assume gaseous form at will as the spell (caster level 5th). He can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
    High Jump (Ex) Vashkar adds his monk level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
    Ki Pool (Su) 11 points/day. Vashkar has a pool of ki, supernatural energy he can use to accomplish amazing feats. As long as he has at least 1 point in his ki pool, he can make a ki strike, allowing his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Vashkar can activate several additional powers as a swift action, by spending one or more points from this pool. His ki pool is replenished each morning after 8 hours of rest or meditation.


    • Vashkar can make one additional attack at his highest attack bonus when using flurry of blows. (1 point)
    • He can increase his speed by 20 feet for 1 round. (1 point)
    • He can give himself a +4 dodge bonus to AC for 1 round. (1 point)
    • He can gain a +20 bonus on Acrobatics checks made to jump for 1 round. (1 point)
    • As a standard action, he can heal 8 points of damage (2 points)

    Maneuver Training (Ex) Vashkar uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. This has been factored into Vashkar's CMB.
    Purity of Body (Ex) Vashkar is immune to all diseases, including supernatural and magical diseases.
    Slow Fall (Ex) When falling, Vashkar can use a wall or other vertical surface within arm's reach to slow his descent. He takes damage as if the fall were 40 feet shorter than it actually is.
    Spells Vashkar casts spells as a 10th-level sorcerer with bonus spells granted by the Savage bloodline [see below]. As a monstrous sorcerer, Vashkar gains access to his bloodline's bonus spells, but gains no other bloodline-based abilities.
    Spider Climb (Ex) Vashkar can climb sheer surfaces as though with a spider climb spell.
    Still Mind (Ex) Vashkar gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
    Wholeness of Body (Su) Vashkar can heal his own wounds as a standard action, by spending 2 points from his ki pool (see Ki Pool special ability)

    Vashkar's Weaknesses


    • Vashkar cannot tolerate the scent of myrrh, will not enter an area laced with it, and will not approach a creature bearing its aroma.
    • He recoils from a mirror or a strongly-presented holy symbol. These things don't harm him - they merely keep him at bay. He must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding Vashkar at bay takes a standard action.
    • Vashkar is unable to cross running water, although he can be carried over it while resting in his coffin or aboard a ship. He is unable to enter a home or other building unless invited in by someone with the authority to do so. He may freely enter public places, since these are by definition open to all.

    Slaying Vashkar Only certain attacks can permanently slay Vashkar.


    • Exposing Vashkar to direct sunlight disorients him; he can take only a single move action or attack action and is destroyed utterly in the next round if he cannot escape.
    • Immersing him in running water robs him of one-third of his hit points each round until he is destroyed at the end of the third round of immersion.
    • Driving a good-aligned wooden stake through Vashkar's heart instantly slays the monster. However, he returns to life if the stake is removed, unless his body is destroyed.

    Savage Bloodline
    There is rage in your blood, passed down by ancestors whose every moment was a struggle for survival.
    Class Skill Survival
    Bonus Spells endure elements (3rd), rage (5th), beast shape I (7th), beast shape II (9th), beast shape III (11th), transformation (13th), waves of exhaustion (15th), animal shapes (17th), wail of the banshee (19th)
    Bonus Feats Arcane Strike, Diehard, Empower Spell, Endurance, Great Fortitude, Maximize Spell, Skill Focus (Intimidate), Toughness
    Bloodline Powers To you, the aroma of battle is an intoxicating, carnivore's perfume. Your powers serve to tap into that animal ferocity.
    Moment of Fury (Su): At 1st level, you can touch a creature as a standard action to cause it to seethe with rage for 3 rounds. During this time, the creature touched can call upon this rage (a free action) to gain a bonus to melee damage rolls equal to your caster level for one full round. A creature can benefit from moment of fury only once per day.
    Scent (Ex): At 3rd level, you gain the Scent special quality.
    Alpha Form (Ex): At 9th level, you gain an additional +2 bonus on any enhanced ability score granted through use of the beast shape spells.
    Terrifying Howl (Su): At 15th level, you can unleash a frenzied scream, as a greater shout spell, except that those who fail their Fortitude saves are also shaken for a number of rounds equal to half your caster level.
    Primal Hunter (Ex): At 20th level, you become a true force of nature. When selecting a form to assume through any beast shape spell, you can choose to gain the ability enhancements, natural armor bonus, and special qualities of that form without actually changing shape. Transforming in this way manifests only the body parts needed to accommodate specific attack forms.

    Scarab Sages RPG Superstar 2009 Top 4 , Star Voter Season 6 aka raidou

    Varrush, Master of the Palace of Abundance
    Male Rakshasa Monk 8

    Description:
    Varrush is a malicious earthbound spirit of vice and corruption. In his natural form, Varrush is a lean, leonine creature. His flesh is the pale yellow of desert dust, and his shaggy mane falls about his shoulders in dirty-brown dreadlocks. His eyes, orbs of unreflective tar, lack any hint of mortal empathy. A sharp cinnamon scent hangs upon him, a mere taste of his numerous excesses.

    His primary visage is that of an athletic human of mixed descent, a noble known for hosting lavish events in his palace deep in the badlands of southern Qadira. Visitors to his fortress find luxuries and sensual pleasures both exotic and otherworldly. Nearly a thousand slaves toil endlessly in the palace’s kitchens, spice gardens, and pleasure halls.

    Motivation/Goals:
    Like others of his kind, Varrush hides a bestial, hedonistic malevolence behind a veneer of order, calm, and physical perfection. He tempts people of influence with promises of wealth, pleasure, power, or obscure knowledge. He welcomes them, joins them in their pleasure-seeking, and uses their influence to extend his own. His machinations typically bring these doomed souls to misery and ruin.

    Varrush approaches his own vices – wanton excess, sensual indulgence, and the subtle corruption of others – with near-religious fervor. For him, these are meditations to rehearse until perfect. Like-minded disciples journey to his palace in search of wish fulfillment. Most find their way into the ranks of his criminal organization. Others find only misery, enslavement, or death. A lucky few find paradise.

    Schemes/Plots/Adventure Hooks:
    From his fortified palace, Varrush commands a network of spies, dervishes, drug-dealers, prostitutes, and sand-pirates. He is content to build wealth and influence through traditional means: kidnapping, banditry, and extortion. Grudgingly tolerated by the Qadiran government, Varrush has of late begun to forge alliances with power-hungry aristocrats in many lands, Taldor in particular.

    Early on, Varrush can emerge as a shadowy presence behind criminal enterprises with which the PCs find themselves at odds. Following are some suggestions on how the PCs can encounter the rakshasa directly:


    • While adventuring in southern Qadira, the PCs investigate a shimmering palace in the distant foothills. As guests, they can experience the pleasures of the palace and its welcoming master. A dangerous social game ensues, where the PCs must prove themselves worthy of his interest, lest they become the rakshasa’s newest victims.
    • Varrush’s dervishes ambush a high-ranking ambassador’s caravan along a trade route. The PCs must infiltrate his palace and free the dignitaries from enslavement.
    • Varrush invites renowned combatants from many nations to attend a festival of sensual excess and brutal blood-sport. The rakshasa might contact the PCs directly or they may need to procure an invitation as a way of getting close to their elusive adversary.
    • The rakshasa has emerged, pursuing a vendetta personally. Guards interrogating a terrified criminal inform the PCs that Varrush is in the vicinity. The characters must find and defeat him before he disappears.

    Scarab Sages RPG Superstar 2009 Top 4

    Greetings!

    I am looking for feedback, comments, criticism, fawning admiration, etc. for my PFS #21 submission. I will happily provide feedback of my own to anyone who posts a submission for peer review. (in this thread or otherwise).

    Thanks in advance!

    Spoiler:

    The Eternal Obelisk

    Introduction:

    Pathfinder Miranda Gade uncovers a toppled monument during an archaeological dig in eastern Qadira. Her divinations reveal that this marks the palace of Queen Irisene, but she learns little else. Miranda requests assistance and supplies from the Pathfinder Society. While waiting, she delves into the ruins and accidentally restores the palace’s queen — a petrified medusa — using a stone salve.

    This medusa petrifies Miranda and starts to explore her former palace. She can only grab a few items before she runs afoul of the palace’s current resident; a destrachan which is immune to her stony gaze. Wounded, she flees the ruins and uses a headdress (hat) of disguise to assume the likeness of Miranda.

    Adventure Synopsis:

    The Pathfinder Society asks the PCs to escort some cargo to an archaeological dig in Qadira. They are to meet Pathfinder Miranda Gade and a Qadiran Peerless, Qalen Makar, at the site and provide whatever assistance they request.

    The journey takes them through the eastern Qadiran badlands via sandship. As they skirt the haunted Shadun region, the PCs must fend off a pack of Ash Raptors.

    At the excavation site, the PCs meet an assertive "Miranda" and a love-smitten Qalen. "Miranda" asks them to defeat the monster in the caverns. That night a rockslide agitates a nest of monstrous scorpions that attack the camp. The PCs help defend the camp, aided by Qalen’s ogre mercenaries. The following morning, the PCs enter the ruins.

    They must first overcome a sand-filled chamber that contains hazardous green slime and a dun pudding. Afterward, they must negotiate a rubble-filled cavern in which swarms of asps writhe through deep fissures in the ground. Miranda’s petrified remains are here, and if the PCs are not careful, the destrachan will attack them in this cavern.

    If lucky, the PCs face the destrachan in the main palace where columns and statues provide cover. The medusa waits outside for the PCs and shows her true form once she is sure the destrachan is dead.

    Encounter #1: (EL7)
    A pack of four Ash Raptors (Deinonychuses) attacks the PCs during their journey through the Qadiran wastes. The PCs must protect their guides and cargo.
    Tier 8-9: Replace with Megaraptors. (EL10)

    Encounter #2: (EL5+)
    Medium monstrous scorpions attack the expedition’s camp. Multiple groups of 4-6 vermin attack the camp from different directions, forcing the PCs to split up or work fast to defeat individual groups. The PCs can direct the ogres to block obvious breach points.
    Tier 8-9: Replace with Large Monstrous Scorpions. (EL7+)

    Encounter #3: (EL5+)
    The PCs must be alert for patches of green slime while a dun pudding attacks, using the sand-filled chamber for camouflage and easy burrowing. The dun pudding can be found in the Tome of Horrors.
    Tier 8-9: Add one pudding. (EL7+)

    Encounter #4: (EL8)
    The PCs find the destrachan in its lair, or make enough noise to draw the destrachan to them. This battle might take place upon rubble-bridges over chasms filled with viper swarms. Alternately, it takes place in a statue-lined great hall. Miranda’s petrified body lies in one of the chasms. Extracting it automatically draws the attention of the destrachan.
    Tier 8-9: Add one destrachan. (EL10)

    Encounter #5: (EL9)
    There are many ways the PCs can approach this. The adventure assumes they emerge from the caves whereupon "Miranda" asks them if they have slain the creature. Assuming they did, she drops her disguise and attacks using her petrifying gaze. Queen Irisene is an inveigler medusa aristocrat. She will direct her two newly dominated ogre mercenaries to attack PCs outside the range of her gaze. The inveigler template can be found in the Advanced Bestiary.
    Tier 8-9: Qalen Makar (Wiz 7) has been dominated. (EL10)

    Conclusion:
    If the PCs succeed, Qalen Makar is embarrassed and offers the PCs gifts on behalf of the Satrap. The dig team extracts the Obelisk for research. The Obelisk grants the "Timeless Body" special quality (see druid or monk character class) to any person who sleeps within 200 feet of it each night for one full year. It also emanates a sympathy effect, constantly attracting swarms of vipers. The PCs can restore Miranda to flesh, but the Obelisk becomes a gift to the Satrap of Qadira.

    If the PCs fail, Queen Irisene partially excavates her palace and ambushes a dozen or so nearby caravans before Qadira sends a sizeable force to deal with the problem. The Qadiran Satrapy’s opinion of the Pathfinder Society grows tense; it allows fewer expeditions within Qadira.

    Scarab Sages RPG Superstar 2009 Top 4

    Big congratulations to C. Robert Brown and Larry Wilhelm on getting selected for scenarios 21 and 22. I can't wait to read them!

    -eric

    Scarab Sages RPG Superstar 2009 Top 4

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    I can't find the rules for calculating CR of monsters with both racial HD AND class levels. There is a specific paragraph on p291 for determining CR of monsters without racial HD:

    pathfinder RPG wrote:

    Adding NPCs: Creatures without racial Hit Dice are factored into combats a little differently than normal

    monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –2. A creature that only possesses non-player class levels (such as a warrior or adept) is factored in as a creature with a CR equal to its class levels –3.

    in 3.5, there was the concept of associated and non-associated classes. Is this being retained?

    Thanks for any info.

    -eric

    Scarab Sages RPG Superstar 2009 Top 4 , Star Voter Season 6 aka raidou

    Lens of the Runethief

    Aura: faint transmutation; CL: 5th
    Slot: —; Price: 17,520 gp; Weight: —

    Description:
    This palm-sized, concave, crystal disc contains hundreds of tiny translucent letters just beneath its surface.

    When used by a character with the trapfinding ability, the lens grants a +2 insight bonus on Disable Device checks to disarm magically inscribed traps. The lens must be placed adjacent to the rune or glyph being disarmed; its activation is part of the Disable Device check.

    Twice per day, with a successful check, the user can absorb a harmful rune of 3rd level or lower into the lens. This erases the rune from its original surface and imparts full knowledge of its effects to the user. When touched to a new surface, the lens can inscribe the stored rune upon command. All aspects of the original spell are preserved; caster level, effect, duration, and means of bypassing the rune all remain intact.

    The lens can contain a single absorbed rune indefinitely. Its user must inscribe a stored rune on a new surface before another can be absorbed.

    Construction:
    Requirements: Craft Wondrous Item; erase, explosive runes, read magic; trapfinding ability; Cost: 8,760 gp

    Scarab Sages RPG Superstar 2009 Top 4

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    Dazzling Display:

    I like this feat and I can imagine it being used in several ways. For example, I set up Jaagrath Kreeg (Hook Mountain Massacre) as having this feat; as the heroes enter he drags his rusty, blood-drenched Ogre Hook across the floor in a menacing display.

    Clarification needed: What bonuses can you add to this attack roll, if you substitute an attack roll in place of an Intimidate check? Do you add a weapon enhancement bonus? morale bonus? ability bonus? What if you get a bonus against a certain type of foe (human-bane weapon)?

    Additional Thoughts: Complete Warrior offered a way to use the Perform Skill as a kind of "weapon-master show" to earn some money (and the respect of a crowd). I would like to see this feat allow an intimidate check to substitute for a perform check. (what warrior invests ranks in perform?)

    Stunned Defense:

    This feat is tactically very strong. It can be a monk-killer (once you can HIT the bloody things, what ISN'T a monk-killer?). I have one gripe with it... the name. "Stunned Defense" has nothing in common with what the feat actually does. "Stunned" is a specific game-condition which is not mentioned in this feat. And "Defense" is misleading because this feat is most definitely an offensive feat.

    I would strongly prefer a name that illustrates what the feat is actually doing: Using a foe's fear against it. "Frightful Attack?" Perhaps. "Intimidating Assault?" Maybe. My opinion is that a better name is needed.

    Additional Thoughts:
    1.) How does this feat interact with Uncanny Dodge? Does U.D. grant immunity to this feat?
    2.) I'd like to see an alternate prerequisite: Frightful Presence/Fear Aura as a supernatural ability. Being able to build this feat into monsters with a fear aura (without the redundancy of Weapoin Focus/Dazzling Display) would be very helpful from the DM side of the screen.

    Deadly Stoke:

    Seems like a strong feat, but very situational. If used in conjunction with Dazzling Display/Stunned Defense, this is a three-round combo. There are easier ways to take a foe down than bleeding it to death. Most useful against animals or creatures that can't heal themselves. Overall I can't see too many builds for which this feat would be taken. Possibilities include the archer-fighter, the assassin-fighter, or the eldritch knight whose spells target Fort Saves. Because of the situational limits, this is probably a well-balanced feat.

    Clarification Needed: Constitution Bleed needs to clarify whether this is ability DRAIN or DAMAGE. According to the summary on page 398, bleed can be either type.

    Personal Bias: tracking hit point bleed is okay, because there are already effects that do this. (acid arrow, etc) Tracking ability score bleed is another matter entirely. Thankfully there are few effects that do this. But as a DM with multiple other things to track in any given round, recalculating stats (fort save, max/current hit points, special ability DC's) every other round is a pretty annoying kick in the junk.

    Scarab Sages RPG Superstar 2009 Top 4

    Since Pathfinder #14 was delayed at custome, can these orders please be combined:

    Paizo Order #1046988: 1 x Pathfinder #14 -- Second Darkness Chapter 2: "Children of the Void" (OGL) (preorder) @ 13.99 = $13.99

    Paizo Order #1055176: 1 x The Swordsman of Mars (Trade Paperback) (preorder) @ 10.39 = $10.39

    Thank you.

    -eric bailey

    Scarab Sages RPG Superstar 2009 Top 4

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    I'm in the process of converting some monsters to the Pathfinder rules in anticipation of running a high-level playtest.

    Specifically, the "sample" NPC monsters in the 3.5 MM, including:

    • Vampire Monk/Shadowdancer
    • Mummy Lord
    • Lich Wizard
    • Mind Flayer Sorcerer

    The Pathfinder Rules give specific instructions for determining the CR of NPC enemies...

    Pathfinder BETA wrote:

    Adding NPCs: Creatures without racial Hit Dice are factored into combats a little differently than normal monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –2. A creature that only possesses non-player class levels (such as a warrior or adept) is factored in as a

    creature with a CR equal to its class levels –3.

    By a strict reading, this means that the two templated foes (vampire and lich) actually LOSE 2 points of CR because they are classed foes with no racial HD (they merely apply templates to class HD)

    For the other two, the Mummy Lord stays the same (CR15 = base CR5 plus 10 cleric levels) and the Mind Flayer shoots back up to CR17 from an errata'd CR13 (CR17 = base CR8 plus 9 sorcerer levels)

    I'm willing to playtest with these numbers to see how the battles shake out, but it just seems somewhat jarring that the notion of "Non Associated Classes" has not been carried through to the PFRPG. My gut feeling is that the non-templated foes will have a glass jaw especially when compared to the lowered CR of the templated foes.

    Does anyone have any playtest experience with these or similar monsters that they'd be willing to share?

    Thanks,

    -eric

    Scarab Sages RPG Superstar 2009 Top 4

    The rules are full of tables, some of which are in non-intuitive places (carrying capacity and object hardness/hitpoints, for example, are not in the equipment section.)

    That's okay, but I was wondering how it would affect the layout and design, to add more frequent page references. In the Strength section of ability scores, for example, it would be helpful to have a reference to the carrying capacity table on page 125.

    I don't know if the usefulness of quick references outweighs the extra text clutter, which is why this is more of an open question than a request.

    Scarab Sages RPG Superstar 2009 Top 4

    In reading through the races chapter, I came across dwarves being able to speak "Elemental." I remember them being able to speak "Terran" in 3E, so this was an interesting change. I went hunting through the BETA for a list of languages to verify that the four elemental languages got merged... but I can't seem to find it.

    Does this table of languages still exist? If not then please consider this a request to add it back in, perhaps in the Linguistics skill section, or the "Description" chapter.

    Scarab Sages RPG Superstar 2009 Top 4

    Thanks for posting these. I like the idea of adding bonus feats at First Level to help flesh out a character's background.

    But if I can make a request, please don't add more stackable bonus types. "Trait bonus" adds to an existing problem... namely that there are too many fiddly bonus types out there. At face value, these bonuses appear to be competence bonuses (your skill at something gives you the upper hand) with a different name.

    There's never enough space on a sheet to make note of them individually, and when you try to reverse engineer a character's "Misc" bonus box, to find out where the numbers are coming from, it takes a solid bit of work to track them all down as it is.

    Scarab Sages RPG Superstar 2009 Top 4

    Multi-part question, that I'm asking primarily to those who have PLAYED in a high-level campaign. (Level 13+)

    First, what character sheet do you use? Self-Made? standard 3E sheet from the Player's Handbook? Mad Irishman's?

    Second, does this sheet fit your needs at high level play? Do you find that the sheet that worked perfectly at lower levels becomes cumbersome to use once you pass a certain level?

    Is a sheet that tries to work for all classes at all levels an attainable (or desirable) goal?

    Scarab Sages RPG Superstar 2009 Top 4

    Pathfinder has the opportunity to redefine what the "core" game is. In my experience, there are several feats where the mechanic is either so basic or so obvious, it should be a core feat. I would like to see the following feats transformed to the PF rules to become part of the core toolkit.

    Here is my list:

    1.) Practiced Spellcaster. It showed up in at least 3 splats, and is a needed tool to assist multiclass spellcasters in their trade, as well as a way to advance monsters to provide proper challenge to PC's.

    2.) Extra {Class Skill}. Turning, Bard Songs, Stunning, Rage, Smiting. They all work basically the same. A feat that grants a character more uses of their daily abilities.

    3.) "Stat Exchange" feats. Power Throw, Zen Archer, the DEX one that grants DEX to damage, etc. Need the ability to spend a feat to use a better ability score for specific purposes... Power Throw = STR to hit with ranged thrown weapons. Zen Archer = WIS to hit with ranged attacks, etc.

    What would be on your list of "feats that should have been core?"

    Scarab Sages RPG Superstar 2009 Top 4

    This line from "sneak attack":

    The rogue... "must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach."

    is the text about vitals just flavor guidance for the DM or does it actually come into play? Can a rogue not sneak attack creatures of Size X? Is this defined better somewhere else in the rules?

    Scarab Sages RPG Superstar 2009 Top 4

    Feel free to comment, I have offered my suggested change below.

    TWO-WEAPON DEFENSE (GENERAL)
    Prerequisites: Two-Weapon Fighting.

    Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. If you have the Improved Two-Weapon Fighting feat, this shield bonus increases to +2. If you have the Greater Two-Weapon Fighting feat, this shield bonus increases to +3.

    When you are fighting defensively or using the total defense action, this shield bonus increases to +2. (+4 if you have the Improved Two-Weapon Fighting feat, or +6 of you have the Greater Two-Weapon Fighting feat).

    Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

    Changes From the Original:
    Prerequisites: minimum DEX removed. If you can TWFight, you can TWDef. Opens this feat to Rangers who may not meet the ability Prereq.

    Benefit: Combines the Improved/Greater versions of Two-Weapon Defense (Complete Warrior) into one feat. Makes this feat a worthwhile addition to a two-weapon fighter's arsenal, as opposed having to spend three feats to get a tiny benefit.

    Scarab Sages RPG Superstar 2009 Top 4

    Suggestion: Monk's quivering palm should deplete the Monk's ki by a significant amount, and that amount should remain depleted until the kill-effect is activated. Please get rid of "x per week" restrictions, they are devilishly hard to keep track of and so end up in the "never used ability" pile.

    Scarab Sages RPG Superstar 2009 Top 4

    Is there really a balance need for "virtual feats" that get lost if the Ranger wears meaningful armor? If the ranger wants to blow a feat on heavier armor, or multiclass to get the proficiency, so be it. That's a resource spent to accomplish something. The heavier armor, with its ACP, slower movement, etc will hamper the Ranger's skills anyway... why this extra burden?

    The flavor is already there in the starting armor proficiencies. Let's get rid of this annoying artifact.

    Scarab Sages RPG Superstar 2009 Top 4

    This is going to be a long post. If weapon vs. armor type tables make you want to gouge your eyes out, you may want to self-medicate before continuing.

    I've drawn up a collection of house-rules I've been toying with for some time... tweaked them, standardized them, and actually placed the result in written form. I don't expect anything here to be seriously considered, but I do hope that it's food for thought and that there are some worthwhile concepts to take-away.

    Here are my arguments:

      [1] Armors are mis-categorized to some degree. Light, Medium and Heavy armor are not descriptive enough in determining how well a specific type of armor gets used by a certain class.
      [2] The Armor Training class ability of fighters is weighted toward heavy armors and does much less for the fighter who wants to specialize in light armor types (or no armor, for that matter.) Half of the benefit is lessening the ACP. In light armors this is negligible.
      [3] Armor itself offers little other than another + to armor bonus, at some point in the game. The type of armor stops being an interesting CHOICE fairly early for most characters.

    My solutions to these issues are as follows:

      [1] Re-categorize armor by type. Give character classes an assortement of "set" armor proficiencies at character creation and allow them to spend training on obtaining better levels of proficiency (or proficiency in other armors). Fighters would have the most armor training of any of the core classes. My suggested categories are:
    • No Armor
    • Light Flexible Armor
    • Hybrid Leathers (bandit armor)
    • Hide Armors
    • Flexible Mail Armor
    • Hybrid Mail Armor
    • Plate Armor.

      [2] Make the results of "armor training" dependent on the type of armor chosen, rather than a flat modification across armor types.

      [3] Identify key points about armor that could improve with better training

    • armor bonus
    • max DEX
    • armor check penalty
    • spell failure (*)
    • speed reduction
    • effective weight (**)
    • time needed to don armor/remove armor
    • special properties

      * spell failure is accounted for through the class features (or feat choices) of spellcasting classes who may want to wear armor.
      ** encumbrance schmencumbrance. Nobody plays this way.

      [4] Create 4 levels of proficiency for each broad armor type. Each "armor training" step gets you one level of proficiency across the armor type (all plate armors, or all flexible mail armors, for example)

      [5] make armor choice really about choosing the best type of armor for the character you want to play.

    Here is my first-pass at creating unique effects for armors at each level of proficiency. The meat of this essay, if you will. If you're still with me, I hope you enjoy. Final note: many of the basic armor bonuses and/or max DEX numbers do not exactly match the PHB values. This is deliberate.

    --------- NO ARMOR --------------------------------------------------------------------------- ---

    Really Unarmored:

      [LVL 1] Basic Proficiency. No modifications.
      [LVL 2] Armor Expertise. You may add the bonus from a single mental stat as a dodge bonus to AC when wearing no armor. Once chosen, this ability score choice is fixed. Typically a wisdom bonus represents intuitive, martial-arts training, an intelligence bonus represents cleverness in anticipating attacks (swashbuckling) and charisma represents confidence and grace in one's movement (battle-dancers and similar)
      [LVL 3] You gain the dodge feat, and you are allowed to take the dodge feat multiple times. The dodge bonuses stack.
      [LVL 4] As an immediate action, you may shift your dodge bonus to AC and apply it to a single reflex save. You lose the dodge bonus to AC until your next turn.

    Gladiator/Decorative Armor:

    Note: Basically I wanted to add a category for things that should not count towards armor, but are fun nonetheless. I call this category "gladiator armor" but it could also be named "armored loincloth" or "chainmail bikini." Go wild. It exactly duplicates the "padded armor" entry below. You don't get any bonus from the "no armor" category while decked out in this fashion.

      [LVL 1] Basic Proficiency. +1 armor bonus, Max DEX +8, 5% spell failure, No speed penalty.
      [LVL 2] Armor Expertise. +2 armor bonus, Max DEX +9, Time to don 50%
      [LVL 3] Armor Specialization. +2 armor bonus, Max DEX +10. Wear Anything: any bulky item made of cloth, burlap, canvas, etc. can be used as padded armor. Blankets, heavy cloaks, burlap sacks, high-thread-count bath towels, whatever. Standard time needed to don or don hastily.
      [LVL 4] Armor Mastery. +3 armor bonus, NO MAX DEX. Time to don 25%.

    ---------- LIGHT FLEXIBLE ARMOR ---------------------------------------------------------------------

    Leather Armor:

      [LVL 1] Basic Proficiency. +2 armor bonus, Max DEX +6, 10% spell failure, No speed penalty.
      [LVL 2] Armor Expertise. +3 armor bonus, Max DEX +7, Time to don 75%
      [LVL 3] Armor Specialization. +3 armor bonus, Max DEX +8, +1 dodge bonus to reflex saves/AC, Time to don 50%
      [LVL 4] Armor Mastery. +4 armor bonus, Max DEX +10, +1 dodge bonus to reflex saves/AC, Time to don 25%

    Studded Leather Armor:

    ACP Note: a -1 armor check penalty will be negated by creating a masterwork version of this armor. Therefore it does not make sense to grant bonuses toward negating that penalty.

      [LVL 1] Basic Proficiency. +3 armor bonus, Max DEX +5, 15% spell failure, No speed penalty.
      [LVL 2] Armor Expertise. +4 armor bonus, Max DEX +6, Time to don 75%
      [LVL 3] Armor Specialization. +4 armor bonus, Max DEX +7, DR 1 vs. slashing attacks, Time to don 50%
      [LVL 4] Armor Mastery. +5 armor bonus, Max DEX +8, DR 3 vs. slashing attacks, Time to don 25%

    Padded Leather Armor:

      [LVL 1] Basic Proficiency. +1 armor bonus, Max DEX +8, 5% spell failure, No speed penalty.
      [LVL 2] Armor Expertise. +2 armor bonus, Max DEX +9, Time to don 50%
      [LVL 3] Armor Specialization. +2 armor bonus, Max DEX +10. Wear Anything: any bulky item made of cloth, burlap, canvas, etc. can be used as padded armor. Blankets, heavy cloaks, burlap sacks, high-thread-count bath towels, whatever. Standard time needed to don or don hastily.
      [LVL 4] Armor Mastery. +3 armor bonus, NO MAX DEX. Time to don 25%.

    --------- CHEAP LEATHER HYBRID ARMOR (Bandit Armors) --------------------------------------------------------

    A Note on "Bandit Armors"

    The net bonus (armor plus maximun dexterity) for these is one or two points lower than other armor types. These are the armors of last resort, used by desperate brigands hiding in the woods. Nobody sets out to make "masterwork" armors of this type. Nobody enchants them. No well-trained fighter would put more than a single extra proficiency into them. If a bandit king reaches a sufficient level to allow for additional armor specialization, one would think he'd have stumbled across a better suit of armor. This rant is a long-winded way of saying I don't feel like creating further specialization abilities for these crappy armor types.

    Leather Scale Armor (Based on v3.0 Arms and Equipment Guide)

    Description: constructed from scraps of leather, cured and sewn into an overlapping, scale-like pattern. "Masterwork" leather scale is merely the result of high-quality materials... not the result of a master craftsman.

      [LVL 1] Basic Proficiency. +2 armor bonus, Max DEX +5, ACP -2, 15% spell failure, No speed penalty.
      [LVL 2] Armor Expertise. +3 armor bonus, Max DEX +6, ACP -1, Time to don 50%

    Ring Mail Armor (Based on v3.0 Arms and Equipment Guide)

    Description: flexible leather armor into which has been sewn (or riveted) hundreds of metal rings. This is a fast, cheap alternative to the more durable chain armors.

      [LVL 1] Basic Proficiency. +3 armor bonus, Max DEX +4, ACP -3, 20% spell failure, No speed penalty.
      [LVL 2] Armor Expertise. +4 armor bonus, Max DEX +5, ACP -2, Time to don 50%

    Brigandine Armor (Based on v3.0 Arms and Equipment Guide)

    Description: Thin metal strips sewn in between flexible leather layers. Brigandine is the poor man's alternative to heavier mail armors, particularly splint mail.

      [LVL 1] Basic Proficiency. +4 armor bonus, Max DEX +3, ACP -3, 20% spell failure, -5 speed penalty (all base speeds)
      [LVL 2] Armor Expertise. +5 armor bonus, Max DEX +4, ACP -2, Time to don 75%

    --------- HIDE ARMORS --------------------------------------------------------------------------- -------

    Hide Shirt (based on Pathfinder, CotCC Player's Guide)

    ACP Note: the -1 armor check penalty will be negated by creating a masterwork version of this armor. Therefore it does not make sense to grant bonuses toward negating that penalty.

      [LVL 1] Basic Proficiency. +3 armor bonus, Max DEX +5, 15% spell failure, No speed penalty.
      [LVL 2] Armor Expertise. +4 armor bonus, Max DEX +6, Time to don 75%
      [LVL 3] Armor Specialization. +4 armor bonus, Max DEX +7, Time to don 50%, Primal Reaction +2 (bonus to initiative checks and to passive perception checks)
      [LVL 4] Armor Mastery. +5 armor bonus, Max DEX +8, Time to don 25%. Once per round you may add your Primal Reaction bonus (+2) to either a Reflex Save or as a dodge bonus to AC against a single Attack of Opportunity.

    Hide Armor:

    Author's note: Altered some aspects of this armor to bring it in line with other medium armors and make it a more enticing choice for druid or barbarian characters.

      [LVL 1] Basic Proficiency. +5 armor bonus, Max DEX +3, ACP -3, 20% spell failure, Speed Penalty -10 (base >30) or -5 (base <30)
      [LVL 2] Armor Expertise. +6 armor bonus, Max DEX +4, ACP -2, Time to don 75%
      [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +4, ACP -2, Time to don 50%, Speed Penalty reduced by 5. Heightened Senses (+2 to Active Perception, Sense Motive, Survival: following tracks)
      [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +5, ACP -1, Time to don 25%. Bestial Ferocity (whenever affected by an enhancement bonus to a physical ability score, that bonus is augmented by +2). Speed Penalty Removed entirely.

    Scale Armor (New)

    Author's note: This armor type is like hide armor, but made of the scales of monstrous creatures. Effectively, it is what should result from a PC who asks the DM... "Dude, can I make armor out of that thing...?" It's a good way to handle dragonhide armor.

      [LVL 1] Basic Proficiency. +4 armor bonus, Max DEX +4, -3 ACP, 20% spell failure, Speed penalty -5 feet (to all base speeds)
      [LVL 2] Armor Expertise. +5 armor bonus, Max DEX +5, -2 ACP, Time to don 75%
      [LVL 3] Armor Specialization. +6 armor bonus, Max DEX +5, -2 ACP, Time to don 50%, Bestial Resistance (+1 bonus to all saving throws)
      [LVL 4] Armor Mastery. +7 armor bonus, Max DEX +6, -1 ACP, Time to don 25%. Bestial Resiliency (your existing DR of any type is augmented by 3, or you gain DR 1/- if you have no existing DR.)

    --------- FLEXIBLE MAIL ARMOR --------------------------------------------------------------------------

    Chain Shirt:

      [LVL 1] Basic Proficiency. +4 armor bonus, Max DEX +4, -3 ACP, 20% spell failure
      [LVL 2] Armor Expertise. +5 armor bonus, Max DEX +5, -1 ACP, Time to don 75%, Conceal Armor
      [LVL 3] Armor Specialization. +5 armor bonus, Max DEX +6, -1 ACP, Time to don 50%,
      [LVL 4] Armor Mastery. +6 armor bonus, Max DEX +7, -0 ACP, Time to don 25%, DR 1/- vs. piercing attacks

    Chain Mail:

      [LVL 1] Basic Proficiency. +6 armor bonus, Max DEX +2, -5 ACP, 30% spell failure, Speed Penalty -10 (base >30) or -5 (base <30)
      [LVL 2] Armor Expertise. +7 armor bonus, Max DEX +3, -4 ACP, +2 hours worn before fatigue, Time to don 75%
      [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +4, -3 ACP, +4 hours worn before fatigue
      [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +5, -2 ACP, DR 3 vs. piercing attacks, No fatigue from long use, Time to don 50%

    Scale Mail:

      [LVL 1] Basic Proficiency. +5 armor bonus, Max DEX +3, -4 ACP, 25% spell failure, Speed penalty -5 feet (to all base speeds)
      [LVL 2] Armor Expertise. +6 armor bonus, Max DEX +4, -3 ACP, Time to don 75%
      [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +4, -3 ACP, Effective Encumbrance 75%, Time to don 50%
      [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +5, -2 ACP, Time to don 25%, No Speed Penalty

    --------- HYBRID MAIL ARMORS ---------------------------------------------------------------------------

    Banded Mail Armor:

      [LVL 1] Basic Proficiency. +7 armor bonus, Max DEX +2, -6 ACP, 40% spell failure, Speed Penalty -10 (base 30+) or -5 (base <30)
      [LVL 2] Armor Expertise. +8 armor bonus, Max DEX +3, -5 ACP, Time to don 75%
      [LVL 3] Armor Specialization. +9 armor bonus, Max DEX +3, -5 ACP, DR 1 versus bludgeoning/constricting
      [LVL 4] Armor Mastery. +10 armor bonus, Max DEX +4, -4 ACP, DR 3 versus bludgeoning/constricting, Time to don 50%

    Splint Mail Armor:

      [LVL 1] Basic Proficiency. +7 armor bonus, Max DEX +1, -7 ACP, 40% spell failure, Speed Penalty -10 (base 30+) or -5 (base <30)
      [LVL 2] Armor Expertise. +8 armor bonus, Max DEX +2, -6 ACP, Time to don 75%
      [LVL 3] Armor Specialization. +9 armor bonus, Max DEX +2, -6 ACP, Effective Encumbrance 75%
      [LVL 4] Armor Mastery. +10 armor bonus, Max DEX +3, -5 ACP, DR 1 versus bludgeoning/constricting, Time to don 50%

    Lamellar Armor:

      [LVL 1] Basic Proficiency. +6 armor bonus, Max DEX +3, -5 ACP, 35% spell failure, Speed Penalty -10 (base 30+) or -5 (base <30)
      [LVL 2] Armor Expertise. +7 armor bonus, Max DEX +4, -4 ACP, Time to don 75%
      [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +5, -3 ACP, Speed Penalty -5 (all speeds)
      [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +6, -2 ACP, Run Action Allowed, Time to don 50%

    --------- PLATE ARMORS --------------------------------------------------------------------------- ------

    Plate Armors apply armor check penalties to perception checks due to the heavy helms. Removing the helm will negate the perception penalty but will impose a -2 penalty to armor bonus (-1 for breastplate) until it is worn again. Armor Check Penalty also applies to Fortitude Saves against Heat Dangers.

    Breastplate:

      [LVL 1] Basic Proficiency. +6 armor bonus, Max DEX +3, -4 ACP, 30% spell failure, Speed penalty -5 feet (to all base speeds)
      [LVL 2] Armor Expertise. +7 armor bonus, Max DEX +4, -3 ACP, Time to don 75%
      [LVL 3] Armor Specialization. +7 armor bonus, Max DEX +5, -2 ACP, No Speed Penalty, No ACP vs Heat Dangers
      [LVL 4] Armor Mastery. +8 armor bonus, Max DEX +6, -1 ACP, Time to don 50%

    Half-Plate Armor (Plate Mail):

      [LVL 1] Basic Proficiency. +8 armor bonus, Max DEX +1, -7 ACP, 45% spell failure, Speed Penalty -10 (base >30) or -5 (base <30)
      [LVL 2] Armor Expertise. +9 armor bonus, Max DEX +2, -6 ACP, ACP halved against Heat Dangers (-3)
      [LVL 3] Armor Specialization. +10 armor bonus, Max DEX +3, -5 ACP, Speed Penalty -5 (all base speeds), Time to don 75%
      [LVL 4] Armor Mastery. +11 armor bonus, Max DEX +4, -4 ACP, Run action allowed.

    Field-Plate Armor:

      [LVL 1] Basic Proficiency. +9 armor bonus, Max DEX +1, -7 ACP, 45% spell failure, Speed Penalty -10 (base >30) or -5 (base <30)
      [LVL 2] Armor Expertise. +10 armor bonus, Max DEX +2, -6 ACP, ACP halved against Heat Dangers (-3)
      [LVL 3] Armor Specialization. +11 armor bonus, Max DEX +2, -6 ACP, Energy Resistance 3 against instantaneous fire/cold attacks
      [LVL 4] Armor Mastery. +12 armor bonus, Max DEX +3, -5 ACP, DR 3/-

    Full-Plate Armor:

      [LVL 1] Basic Proficiency. +9 armor bonus, Max DEX +2, -6 ACP, 40% spell failure, Speed Penalty -10 (base >30) or -5 (base <30)
      [LVL 2] Armor Expertise. +10 armor bonus, Max DEX +3, -5 ACP, ACP halved against Heat Dangers (-3)
      [LVL 3] Armor Specialization. +11 armor bonus, Max DEX +3, -5 ACP, Speed Penalty -5 (all base speeds), Fire/Cold Resistance 5 (instantaneous attacks only)
      [LVL 4] Armor Mastery. +12 armor bonus, Max DEX +4, -4 ACP, DR 5/-

    Scarab Sages RPG Superstar 2009 Top 4

    Are barbarians the only class that is going to feature this particular point system in play? It strikes me as odd to create this unique subsystem that doesn't function like anything else in the game (3x Turn Undead anyone?)

    Why not extrapolate on this idea of a point pool further...

    - Druids get "wild shape" points. People seemed to LOVE the PHB2 wildshape variants. With a point-pool system, there would be ways to model this system of "partial transformation." Beast Claws: 3 points/round, for example.

    - Paladins get "Aura Points." You get a constant "grace" aura but can use points to augment it... Courage Aura, Healing Aura (allows lay on hands while aura is active), Smiting Aura, Curative Aura, etc. This would allow you to roll in some effects of "Divine Feats" into aura-based class skills. I see this as a nice way to customize your paladin powers to specific gods as well.

    - Bards get "Inspiration Points" in much the same way, etc.

    Just throwing it out there. The more I think about it the less backwards-compatible it seems. But a subsystem only used in one spot also feels a bit strange.

    Scarab Sages RPG Superstar 2009 Top 4

    So the heroes are back at Blackwall tonight, and the place is crawling with Spawn (we played the one-shot event with the PC's as Keep soldiers last time.)

    I have some questions about Spawn of Kyuss, now that I've run them once already.

    1.) The DC20 Heal check to remove a worm. Can that be done every round, up until the point the PC dies and becomes a spawn? Once the thing begins eating INT, I see this as a messy affair...

    2.) Creature striking a spawn with natural weapons/unarmed strike, gets infested by 1d4 worms. Can one extrapolate this to also apply if one is grappling a spawn? Or, say... if the spawn grapples one of THEM?

    3.) A PC who saved against a spawn's fear aura... is he immune to the fear auras of other spawn as well or just the one he saved against?

    Thanks!

    Scarab Sages RPG Superstar 2009 Top 4

    Hi Cosmo,

    I just began a multi-subscription to several monthly products. I may have picked a bad time of the month to do this, because although I chose to have all products shipped at the same time, once per month, I just received a pending shipment not being bundled with other products:

    1 x Almuric (Trade Paperback) (preorder) @ 10.39 = $10.39

    Subtotal (1 Item): $10.39
    Shipping & Handling: $7.15

    Is there a way I can package Almuric with next month's shipments and get on a regular one-package-per-month schedule from there?

    Thanks for any info,

    -eric

    Scarab Sages RPG Superstar 2009 Top 4

    My group is 95% done with Blackwall Keep....

    [SPOILERS, OF COURSE]

    They are making their escape from the Twisted Branch tribe. As of last night, they left the Dragon egg sitting right where it was, among the lizardman eggs.

    I'm considering what to do with this setup. I mean, the PC's have a treaty signed by the Shaman who may not be around long enough to see any peace between his tribe and the human nation.

    That, and he's been curing his fellow tribesmen with worm-infested potions. As leader, he's not looking long for this world. Add to that the very clear implication of a full generation of lizardmen young infested with Ilthane's kyuss worms.

    What should I do with this plot setup? Do I just leave it alone as a footnote to the AP? I mean there are a TON of repercussions that can come out of all of this, so I'd like to get some thoughts on what YOU'D do if the PC's just left "The Egg" sitting there.

    Best,

    -eric

    Scarab Sages RPG Superstar 2009 Top 4

    Last night was my birthday. In honor of my birthday, the Dice Gods bestowed upon me one night of peerless, dice-rolling skill. On a d20, I could not roll in single-digits. My d6's never went below 4. It was breathtaking. I should have gone to Vegas...

    'cause I wiped out my entire party.

    I might post details if anyone's interested, but suffice it to say most of the night was ruled by good luck on my part, and bad luck on the party's. Grimlocks with x3 critical weapons, Chokers attacking a split-up party. Oh, and only a couple PC's had ranged weapons.

    The real killer was the terrain in the grimlock caves. If you can't take a 5ft step, those chokers become INSANE with their 10ft reach and improved grab. Trying to escape ALWAYS provokes.

    So it went down badly. I flat-out suggested the option of a "do-over" to my group, but it was universally rejected. "sometimes you just have to take the consequenses," they say.

    So I'm going to somehow get a new bunch of PC's, all with complicated backstory, contacts and foils in town, and flesh out some more of the Diamond-Lake envoronment I didn't get to the first time around. But I'm here to solicit advice on how to get the plot back on track with a brand new group after a complete party wipe like this.

    I think 3FoE may have been a party-killer for a number of DM's. How have you bounced back from this and continued the adventure? What worked? What didn't? I'd really like to hear some anecdotal info about continuing the plotline following a TPK.

    Scarab Sages RPG Superstar 2009 Top 4

    Fellow DM's, how much mileage did you end up getting out of the Diamond Lake article?

    My group is three adventures in, and has yet to set foot in the Whispering Cairn, because everybody is entrenched in various D.L. activities, courtesy of the backdrop articles.

    It really helps to set a mood, and everyone's having a great time with the material. I'm curious how far off the path other DM's have been willing to go with the town.

    Scarab Sages RPG Superstar 2009 Top 4

    One of my players is a monk from the Twilight Monastery. She's part of an escort team for a small caravan of goods into Diamond Lake. They have several saddlebags loaded up with Kalamanthis.

    Dragon 334 suggests the AoW Overload has more info on the drug, but neither document has price, effects, etc.

    anybody out there got some concrete info?

    thanks in advance...

    Scarab Sages RPG Superstar 2009 Top 4

    Hi guys,

    I have an Age of Worms campaign website for a game I'll be starting up shortly. In addition to the usual stuff (character creation, homebrew specifics, etc) I have a section for "what the characters know" about Diamond Lake.

    What is acceptable to use on a fan website?

    - Is it OK to use the names and descriptions of the town's locations, people, and goings-on, if all of the above are paraphrased?

    - Is it OK to use artwork from the PDF supplements?

    - Is it OK to depict locations that are on the big poster map (i.e. scan the central square area and its businesses)

    - Is it OK to to display the town's stats (assets, population, and other relevant numbers)

    - How about stats for friends and allies found in the "Overload" document.

    - Besides copying text, game stats, and other I.P. verbatim, are there less obvious things you'd want people to avoid doing on these websites?

    Thanks for your insight.

    Scarab Sages RPG Superstar 2009 Top 4

    Hello. I'm really enjoying reading the new Adventure Path. Hopefully I'll actually be able to run it soon. I do have some questions about some Spawn of Kyuss game mechanics, and some general questions about the swamp section of Blackwall Keep:

    *** SPOILERS... don't read if you're a player, please. ****

    1.) Blackwall Keep indicates that the Spawn Worms can't penetrate natural armor of +5 or greater. What about a Barbarian's damage reduction? Since the worms do only 1 point of damage per round until reaching the brain, are barbarians with DR 1/- or greater immune to this effect?

    2.) The adventure kind of assumes that the PC's ally with the lizardman shaman. After disposing of the Lizard King, is there even a reason for the PC's to go down into the egg chamber? I'm worried that my PC's are going to sneak in, kill the king, get the prisoners and get out as quickly as possible without learning anything at all about Ilthane, Kyuss worms, etc. What's the hook to get them down into the egg chamber?

    3.) Egg Chamber: there are 200 lizardman eggs here. Assuming the dragon egg breaks, how are you DMs handling the resulting spawnlings on the battlefield? How many lizardman eggs are there per 5' square? I am strongly considering just turning the spawnlings into a swarm, with each round adding more members to its HD total. Have any other DM's done this? How'd it work out?

    thanks for any replies.

    -eric