Harsk

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Organized Play Member. 399 posts. No reviews. No lists. 1 wishlist. 3 Organized Play characters.




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Ok so I have a core rulebook beta from 2008, what were if any changes to the non beta?


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Can somebody please give me the link to the official Pathfinder first edition Wikipedia information thing.
I had it miss placed it can’t find it can’t member were or what the link was called, thank you


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Ok so playing LoF my players obtained en nebi the cursed punching dagger. Not wanting to sell it one of the players decided to do some research on it if they could, what they found is confusing both of us.
So turns out they found this

[url]=https://pathfinder-legacy-of-fire-1.obsidianportal.com/wikis/en-nebi-blade -of-the-leopard[/url].

So we’re trying to figure out how the curse was removed and became a legendary weapon?
Is this home brew material or is this from an official source?

If this is home brew, other than limited wish or wish, how could the curse be removed, is it balanced? I don’t know much about the legendary item creation to know about it.

It also mentions something at 12th lvl that has me scratching my head as it’s not a lvling item?


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With the original post and title gone, moving the thread to Gamer Life based on the content of the replies.-Tonya


In the encounter he’s in the skull of a flying ape, I am ok with that but what’s got me scratching my head and can’t explain to my group is how did it get into the secret chamber without being seen by the bandits in the vault and without moving to 500 pound bed in front of the secret door. He’s in the body of the ape so he wasn’t able to control anyone with his device and there’s no other way into the room. Kinda overlooked that bit when writing the module I guess. Lol


So Im generating a campaign that will allow my players to generate characters from Vudra and Tian Xia but im looking for info on classes from both areas. Is there any information on Samurai or other classes from Tian Xia or classes and other info from Vudra


OK I seem to remember some time back in my 3e/3.5 gaming that one of my characters had a feet or something that allowed him to not need to roll damage for his weapon. I still needed to roll to hit but not damage instead of the weapon doing 1D8+4 it would do 12 points with every hit yet I cant seem to find the feet, ability or what ever it was that allowed it. Im currently playing in a game and would love to have this ability again but cant find it and my GM wont allow anything unless I can find the original source material. Does anyone know of such a feet and where I could find it? Does anything like this exist in pathfinder?

Thanks for the help.


I just wrapped up my archetype and now all I need to do is let it sit a few days and give it a reread and edit if needed. I hope I make the cut so my work wasn't in vain.


I take it we still have to wait until after the New Year before we see the round 2 rules?


OK so here is my problem. I have created

This:
Corpse Fire Fungus
Corpse fire fungus is found growing in crypts, sarcophagi and tombs that Powerful Undead creatures make their home. The fungus emits a crimson radiance that is the equivalent to a single torch for every 20 ft sq. and has a radiance of cold about it. Anyone who touches the fungus must make a DC 40 Fortitude save immediately as the fungus rapidly spreads and starts to consume skin and tissue (the incubation period, in this case, is immediate, the character takes the ability damage at once). The fungus consumes all living flesh and tissue and causes a sickening deterioration of the skin across the entire body spreading out from the point of contact. If a creature is killed by the spread of the fungus, it rises in 1d6 hours as a Corpse Fire Zombie.
A cure disease is enough to stop the continuing spread of the fungus but does not kill it and the stricken PC still takes 1d4 Con lose as long as the fungus is still alive. The fungus is immune to all cold and fire damage but cannot grow or is destroyed in consecrated ground or blessed area/area of effect. To cure a stricken character, a bless spell must be cast on that character to destroy the fungus, multiple lesser restoration or restoration spells must be cast to regain lost ability damage and for the loss of skin and muscle tissue that the fungus consumed. A heal or cure spell will restore lost hit points.
Infection—contact or ingestion; Fortitude DC 40; Incubation immediate; Damage; 1d6 plus 1d4 Charisma and 1d4 Constitution per round.
for an epic level campaign Im designing and I have no idea of what CR it should be. and to make it worse, I also need to know what kind of CR increase a zombie should get when infected and spreading it.

Any help would be great.


OK I have been in a discussion on this and decided I would write down how I see the use of heavy crossbows should be used in game. The following is given for a heavy crossbow starting in the ready position.

First off, at 1 attack per round the heavy cross bow can only be fired once every other round, needing 1 round/attack action to load. This is stated in the rule set for heavy crossbow.

When a character reaches 2 attacks per round he forfeits his second attack action to reload the heavy crossbow, there by allowing him to fire 1 shot per round. If the crossbow has not been readied before hand, then his shot will be fired at his second attack modifier as the first is used to load the crossbow.

Now this is where it gets tricky.
When the character reaches 3 attacks per round he still only gets 2 shots per every other round, but now the attack modifiers are rotated properly...ie, readied; fire at first attack action, load on the second attack action, then fire on the third.
Here is the tricky part;
The following round the crossbow is loaded on his first attack action, fired on the second, and reloaded on his third. He only gets 1 attack for that round sequence.
If the crossbow is not readied before hand, then he only gets 1 attack the first round and 2 the second. The sequence is just reversed.

When the character reaches 4 attacks per round it gets a bit easier.
if loaded and at the ready, first attack action=fire, second=load, third=fire, fourth=load. this gives the character 2 attacks every round with the heavy crossbow at his highest attack mod and his 3rd attack mod. If the crossbow is not loaded/readied then the shots are at the 2nd and last attack modifiers.

the rotation of the attack modifiers is crucial in this use and the player or the GM must keep track of where the player is at when starting the round when it comes to the crossbow being readied or not at the ready as that will always dictate what modifiers apply to the attack. When the character attains more attacks per round it adds to the rotation in the proper order.

Now your going to ask about rapid shot/reload or hasp of reloading, I know, and I have an answer to those as well.

first, the hasp of reloading when used for a heavy crossbow only loads the bolt, it will not draw the string back for the character, sorry. But the good news is that it will allow 1 extra attack at the characters highest attack modifier at the end of each round as reload time is halved. The same goes for rapid reload, one extra attack at the highest attack modifier at the end of each round. Or if you wish, they will allow the PC to always fire on the highest attack modifier and the third each round and the extra attack at the lowest modifier each round, there by negating keeping track of rotation.

Now how does quick draw come into effect or add to the use of a heavy crossbow, well thats simple. Quick draw only allows the ability to draw, load and fire the crossbow in the first round, there by allowing the PC the ability to always fire on the highest attack modifier in the beginning of each round. Or, in the case of switching weapons in the middle of a round, on the proper attack modifier for 1 round...ie
a PC with 4 attacks per round, he attacks with sword with his first attack mod, he then drops his sword and draws, loads and fires on the second attack modifier, then fires on the last attack modifier (it still requires 1 attack action to reload), thats the end of his round and the sequence then starts at the begging of the next round.

As for keeping a crossbow always loaded, that I do not allow unless it is kept so by magical means, ie.. in a glove of storing or another means that keeps it in stasis. the firing mechanism on crossbows of the proper time period does not allow to be slung without miss fire. The string will also be stretched/weakened lessening the damage and increasing the chance of failure. That and there is nothing stopping the bolt from falling out of the slot when pointed down in an unready position.

Now here is where it becomes a bad idea to switch to a crossbow in the middle of a fight or to use one while in close melee. The loading of a heavy crossbow will allow an attack of opportunity by the opponent at the PC's flatfooted AC. This is because one must use both hands to draw the string back and load, the PC is not/can not actively defend while loading. So if he loads twice per round, thats 2 attacks of opportunity made against the PC.

Thats how I resolve issues with the use of a heavy crossbow, how do other GM's deal with these issues?


If you have designed an epic level creature and don't mind sharing it with everyone else, post it here.

I'll start off with a rewrite I did on a type of giant:

GIANT, ICY JACK-IN-IRONS:

large Giant (cold)
Hit Dice: 27d8+162 (283 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 25 (–1 size, +1 Dex, +15 natural), touch 10, flat-footed 25
Base Attack/Grapple: +20/+41
Attack: Spiked greatclub +32 melee (3d8+19) or great chain +32 melee (2d8+13)
Full Attack: Spiked greatclub +32/+27/+22/+17 melee (3d8+19) or great chain +32/+27/ +22/+17 melee (2d8+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Daze, pound, shake the earth, spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, rock catching, Immunity to cold, Vulnerability to fire
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 37, Dex 12, Con 27, Int 10, Wis 16, Cha 11
Skills: Climb +27, Listen +25, Spot +25
Feats: Awesome Blow, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (greatclub), Weapon Focus (chain)
Environment: cold plains and forests
Organization: Solitary, 4-6 (as guards)
Challenge Rating: 19
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1
Brutish, hairy, and stinking of iron and ash. This creature has a jutting lower jaws and tusks, not unlike an orc or hobgoblin wrapped in chains of iron. It wears belts of skulls and rotting heads about its throat and waist.
Icy jack-in irons are shorter than their kin on the material plane. Unlike their kin, an Icy jack-in-irons stands 20-25 feet tall and weighs 2800 to 3000 pounds and is covered in a thick coat of white fur. It prefers to dress in light colors such as whites or light grays. Like their cousins, they always wear a multitude of chains about their body (as bracelets, necklaces, or slung about its shoulders). Its hair is white and matted and many Icy jack-in irons sport thick, bushy beards. Its eyes are icy-blue with white irises. Icy jack-in irons speak Giant.
The Icy jacks-in irons enjoy fastening chains around their wrists, forearms and shins and tie chains about their throats, shoulders and waists, which hang with the heads of their many victims.
Icy jack-in iron’s frequently operate as soldiers in armies and guards for evil Giant lords or kings and are more social than their material kin.
Combat
Bull rush, Awesome blow, bash, bash, bash, cleave, rinse and repeat if necessary until they are out of attacks or out of enemies. As their material kin, Icy Jack-in-iron’s think of them selves as invincible and fight to the death.
Cold (Ex): An Icy Jack-in-iron’s body is intensely cold, so its unarmed attacks & natural weapons deal 1 extra point of cold damage. Its metallic weapons also conduct this cold.
Daze (Ex): Any creature hit by an Icy Jack-in-iron’s melee attack must succeed on a DC 36 Fortitude save or be dazed 1d2 rounds. The save DC is Strength-based and is a function of the Icy Jack-in-iron not its weapon(s).
Pound (Ex): Icy Jack-in-iron’s that makes a successful grapple check against a foe medium sized smaller can smash the opponent into the ground, walls, nearby trees, or other solid objects as a standard action. This deals 2d6+19 points of bludgeoning damage to the victim. In addition, the opponent must succeed on a DC 36 Fortitude save or be stunned for one round. Icy jack-in irons are known to use those they grapple as weapons against their friends swinging them like a club. An Icy Jack-in-irons perform this action once per round as long as it maintains the grapple. The save DC is Strength-based.
Shake the Earth (Ex): As a standard action, An Icy Jack-in-irons can stomp its foot on the ground causing powerful vibrations to radiate out around the giant. Any creature within 5 feet of the Icy jack-in irons must succeed on a DC 36 Reflex save or fall prone. The save DC is Strength-based.
Spell-like abilities: An Icy Jack-in-irons has the following spell-like abilities: 3/day-chill touch, lesser orb of cold, 1/day-ice knife. Caster level equals the creature’s HD, and the save DC is Charisma-based.
Rock Catching (Ex): An Icy Jack-in-irons can catch Small, Medium, or Large rocks (or projectiles of a similar shape). Once per round, An Icy Jack-in-irons that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The Icy Jack-in-irons must be ready for and aware of the attack in order to make a rock catching attempt.


ok so here is the problem.
I have the PC's tracing threw a dungeon and a priest had used "wall of stone" to seal off a passage. the placing of the passage and now the wall spell makes it not so obvious that a passage should be there. Im trying to figure out what, if any, EL I should give it. the spell makes the wall perminant and the time frame in which it was cast, well a couple of decades seems right. so no trace magic exists. so i cant figure if an EL should be given or not.

oh, it also blocks the stairs that lead to the rest of the module so if they dont find it they lose a crap load of info on the main villain.


So I’m creating a new NPC villain class for an epic campaign I’m designing and decided to give them some potent abilities. Two of which I would like some input on as if its to much or not a bad idea. Let me know what you think.
Thanks.

class abilities:
Dragon Mount (Sp): Upon reaching 5th level, a chaos knight gains the service of a dragon as his mount.

Binding ceremony (Ex): Upon reaching 7th level the chaos knight gains the ability to bind with his dragon. This ceremony takes several hours to complete and its effects last for 48 hours and has several effects. First, the chaos knight and the dragon share in a combined pool of hit points. The sum total of the hp of both dragon and knight are shared between the two. Any damage that is dealt to the dragon is also dealt to the knight and vice versa. Once the effect ends the remaining HP if any are split evenly between the two. Both the dragon and rider die if the total HP value drops to 0. Second, the knight and dragon share the same DR and SR using the scores of whichever creature had the highest (i.e., if the dragon had SR of 22 and the knight had SR 18, the knights SR now becomes the same as the dragons. Likewise if the knight had DR 10/epic and the dragon DR 5 magic, the dragon’s DR is now the same as the knights). Likewise the dragon gains access to the Chaos Knights Unholy aura and all its benefits. Encounter level is equal to whichever creature has the highest CR +4 while combined.


As much as I love the look of the maps presented in the rotrl series there pissing me off. im still an old scholl graft paper map drawing player and DM and your maps do not match up to any of the graft paper I own and trying to draw them out free hand is driving me crazy.

I dont use grid boards, mats or what ever and Im not going to spend the $$ I dont have to get them.

By any chance, in the future, can you make maps easier to trace out on graft paper and have the lines match up. I mean come on, the art work is great but the lines are not consistant.


any one?


So i designed a new creature for my group to fight and I would really like to have a pic to show them what it might look like but I cant draw for crap. Any one really good at graphic art that wont charge me to much $$?