The Fifth Archdaemon

wspatterson's page

777 posts. 3 reviews. No lists. No wishlists.



1 to 50 of 128 << first < prev | 1 | 2 | 3 | next > last >>

I don't know if this has been answered anywhere else, but I didn't find anything. Why are guns both piercing and bludgeoning?


Those skymetal double doors, the ones that give off heat all the time, has anyone figured out a value in gp for them?
Thanks!


I just came across the name Deputy Galthanas Silverthorne as a resident of Sandpoint. I don't recall seeing this name in Rise of the Runelords, so where did he come from? And what is he, as far as class and race goes?
Thanks.


Rakasta
Mountain Rakasta
Humanoid (rakasta)
+2 Str, +2 Dex, -2 Wis
Medium size
30 ft move
Low-light vision
Nimble faller – Rakasta always land on their feet even when they take lethal damage from a fall. They also gain a +1 to their CMD vs trip attempts.
Keen senses - +2 to perception
Jumper – Rakasta are always considered to have a running start when making an Acrobatics check to jump.
Natural attacks – Rakasta have a bite attack and two claw attacks. The claw attacks are primary attacks, and the bite attack is a primary attack unless a weapon is being used, then it is a secondary attack. The bite causes 1d4 damage, the claws cause 1d4 damage.
Weapon familiarity – All mountain rakasta are trained in the use of kasas (war claws) – see below
Languages – rakasta, common; bonus languages: whatever is appropriate for the setting
Kasas (war claws)
exotic light melee weapon
Damage: 1d4 19-20/x2 S
Note: Kasas are worn over the hand like gloves, and the user cannot be disarmed. A buckler may be used with this weapon, though if the buckler is used, the claw may not be for that round. Rakasta typically fight with a pair of kasas, and may count them as natural attacks if they choose.
There are several different types of rakasta, but the mountain rakasta are perhaps the most common. They are a nomadic people: proud, with mystic traditions, and a belief in the superiority of their race. They don’t particularly lord this belief over others, they just accept it as fact. They are a warrior people, though they are not excessively aggressive towards others. They do, however, respond to threats quickly and decisively. In addition to their hunting and warrior traditions, rakasta are skilled artisans, making beautiful rugs and artful bowls and cups that they trade.
In the prides there is an elite warrior class, the hatra, who ride into battle astride large cats. These elite serve as the personal guard of the pride’s chieftain, and they have their own code of honor that dictates their behavior, such as never refusing a challenge, never leaving wounded behind, neither give nor expect mercy and never surrender. The hatra only fight with kasas, considering the use of other weapons beneath their honor.
The customs of prides from different regions may vary. For instance, some may not have hatra, or the prohibition on the use of weapons besides kasas may be much more lax.
Hatra are rangers with the beast rider archetype. Their animal companions are large cats, whatever is appropriate for the region that the pride lives in.
Base Height Weight
4’10”/4’6” +2d10 140/125 2d10x5

Middle Age Old Venerable
45 60 90

Domestic Rakasta
Humanoid (rakasta)
+2 Dex, +2 Con, -2 Wis
Medium size
30 foot move
Low-light vision
Keen senses - +2 to perception
Cat’s luck – Once per day, when a domestic rakasta must make a Reflex saving throw, he or she may roll twice and take the better of the two rolls. This ability must be used before the saving roll is attempted.
Curiosity – Being a curious lot, domestic rakasta gain a +4 on Diplomacy checks to gather information, and Knowledge (history) and knowledge (local) become class skills. If they choose a class which already has either of these skills as a class skill, they instead gain a +2 racial bonus on that skill.
Natural attacks – Rakasta have a bite attack and two claw attacks. The claw attacks are primary attacks, and the bite attack is a primary attack unless a weapon is being used, then it is a secondary attack. The bite causes 1d4 damage, the claws cause 1d4 damage.
Languages – rakasta, common; bonus languages: whatever is appropriate for the setting
Domestic rakasta are those that have adapted to living in city environments. Though not as heavily built or strong as their nomadic kin, exposure to city living has made them hardier in many ways. They tend to try to get on well with everyone, and tend to be very curious about their non-rakasta neighbors. They have long ago abandoned what they view as archaic and out of place warrior codes of conduct still embraced by many of their nomadic cousins.
Base Height Weight
4’10”/4’6” +2d10 120/95 2d10x5

Middle Age Old Venerable
45 60 90
Mountain rakasta have tawny coats, though silver grey or reddish are also possible. They tend to be lighter around the jaws, chin and throat. Domestic rakasta may have slightly more variety in the coloration of their coats, depending on the region they live in.


Are Heidmarch Manor's defenses detailed anywhere?


Is it a brass dragon or a bronze dragon that lives in or near Korvosa?


So, has anyone's group actually managed to ultimately end up in the position of having at least the majority of the Grey Maidens in the Lady's Light still alive, and has that group then attempted to help the Maidens start anew in Magnimar?

The group in my game marched in through the gates of Magnimar with something like 22 Grey Maidens and introduced Oriana to the Heidmarchs, but I honestly don't really know what would happen after that. Thoughts? The group did, essentially, keep their liquid cash, but they let the Maidens keep all of their equipment. And the Heidmarchs are suddenly looking at almost 2 dozen heavily armed women warriors and going "Oookay, so this was dropped in our laps."

Input would be appreciated. Thanks!


The gist of this AP is: party gets ship wrecked, the other survivors represent different factions the party can make nice with & they find a map to an ancient city in the middle of the jungle that they pretty much need to want to go to. Because if they don't, then there is no story. That about right?


2 people marked this as FAQ candidate.

How have people had abundant amunition work with gunslingers? Obviously it will work on bullets, but what about the black powder that goes with it, etc?


I finished running this AP several months ago & we've recently picked up with the party again. They left a lot of loose threads, and a lot of people want some vengeance on them, particularly the deposed Bahor Arkona.
So,Yzahnum. He was essentially forced by an agreement to participate in her pln, right? He actually survived this group & I'm trying to decide how likely it is he'd be on that list looking for payback.


So, the drow are seeking the Shard of Sloth. Except, Sloth is conjuration. Is there an explanation as to why the drow think it is necromancy?


Bakasura CR 12
This ten foot tall humanoid creature has blue skin, lank black hair and piercing, malevolent eyes. Though his belly is rotund, his form is powerfully built, with muscular arms. A pair of tusks grows from his lower jaw. An ornate great club is carried in one meaty hand.
LE large outsider (asura, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft; Perception +21
Aura elusive (75 ft)
Defense
AC 24, touch 9, flat-footed 24 (+15 natural, -1 size)
Hp 218 (15d10+135); regeneration 5 (good weapons, good spells)
Fort +14 Ref +9 Will +12 +2 vs enchantment
DR 10/good; immune curses, disease, poison; resist acid 10, electricity 10; SR 22
Offense
Speed 40 ft
Melee mwk great club +25/+20/+15 (2d8+13/19-20) or 2 slams +23 (1d6+9)
Ranged rock +15 (1d8+13)
Space 10 ft; Reach 10 ft
Special Attacks Bellow (50 ft cone, Fear, DC 19), rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +14)
At will – darkness, feather fall, greater teleport (self + 50 lbs of objects only), see invisibility, ventriloquism
3/day – cup of dirt, diminish plants, feast of ashes, levitate, magic weapon
1/day – blight, summon (level 4, 1d4+1 adhukaits, 45%, or 1 bakasura, 20%)
Statistics
Str 28, Dex 11, Con 28, Int 13, Wis 16, Cha 14
BAB +15; CMB +25; CMD 35
Feats Awesome Blow, Critical Focus, Endurance, Improved Bull Rush, Improved Critical (great club), Power Attack, Staggering Critical, Weapon Focus (great club)
Skills Bluff +20, Climb +27, Craft (weapons) +19, Escape Artist +8, Intimidate +20, Knowledge (planes) +19, Knowledge (nature) +19, Perception +23, Sense Motive +21, Stealth +18; Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal; telepathy 100 ft
Ecology
Environment any (hell)
Organization solitary or pair
Treasure standard
Bakasuras are creatures of pure gluttony. They delight in holding villages and towns hostage, threatening to destroy crops unless they are given regular tribute in the form of food. Typically, whoever is unlucky enough to deliver the tribute is eaten along with the food. A bakasura will continue to hold nearby communities hostage until they are drained dry, then move on to find greener pastures.


Voila!

Wood Elf
+2 Dex, +2 Wis, -2 Cha

Medium size

30 ft move

Low-light vision

Immune to magical sleep & +2 to saves vs enchantment

Woodcraft - +2 to survival & knowledge (nature), survival & knowledge (nature) are always class skills

Keen senses - +2 to perception

Weapon familiarity – always proficient in the longbow, shortbow, longsword & handaxe & treat any weapon with the word “elven” in its name as a martial weapon

Languages – elvish, common, bonus languages: draconic, sylvan, orc, goblin, gnome, gnoll


1 person marked this as a favorite.

So, I got bored and decided to convert some Star Frontiers races to Pathfinder. Pathfinder may be an imperfect choice for this. And I know that d20 Future has conversions of the major races of the Frontier, but I don't have the book and have never seen what they did there.
So here are the first two races that I have converted:

Yazirian
+2 Wis, +2 Dex, -2 Str
Medium Humanoid
30 ft speed
Languages – Pan-Gal, Yazirian: Argonian or Yazirian: Gnarsh, Bonus Languages – Yazirian: Argonian, Yazirian: Gnarsh, Humma, Human: Modern, Human: Sub-Cult
Racial bonuses - +2 to acrobatics, +2 to climb
Gliding wings – Yazirians take no damage from falling; while midair, they can move 5 ft horizontally for every 1 ft they fall at a speed of 60 ft
Frenzy – Once per day, when a Yazirian takes damage, they fly into a frenzy for 1 minute, gaining +2 to Con & Str, but -2 to AC
Low-light vision
Light sensitivity – Yazirians are dazzled by bright light unless they use equipment to protect their eyes

A visual: http://www.seawolfsden.net/images/t20/yazirian1a.jpg

Vrusk
+2 Wis, +2 Dex, -2 Str
Medium Humanoid
30 ft speed
Languages – Pan-Gal, Vrusk, Bonus Language – Human: Modern, Human: Sub-Cult, Yazirian: Argonian, Yazirian: Gnarsh
Natural Armor - +1 natural armor bonus to AC
Racial bonus - +2 to sense motive
Sprinter – Vrusk gain a +10 racial bonus to speed when charging, running or performing a withdrawal
Stability – Vrusk gain a +4 racial bonus to their CMD vs. bull rush or trip attempts.

Another visual: http://beyondheroes2.zxq.net/Vrusk.jpg

Constructive criticism is welcome.


The party managed to sneak up on tne three derro underlings & take them out pretty quickly. The carrion golem too. They then proceeded to ignore the obvious doors & found the secret door to the Sihedron Shrine. The fight was nasty enough to make them decide to make camp there, since they knew there was another derro out there somewhere.
Now, I figure in 8-10 hours it's reasonable the derro might come out & find her underlings all dead. I'm trying to decide what her course of action would be after that. The party didn't even remotely think about the possibility of there being prisonets.
What do you think?


So, my group has finished the AP. They beat the queen, broke the crown & actually gave the pieces to an azata to hide in the upper planes.
I also ran Academae of Secrets, which the PCs survived. They broke the demiplane & let all tje souls loose.
So, they've really messed Lorthact, however unintentially. I'm coming up with nada trying to find inspiration for Lorthact's revenge. What, if anything, have other people done?
One PC is now head of the temple of Sarenrae. One became field marshall. One is just wandering Varisia trying to find himself & one has basically built a dojo & shrine to Iori. The two elves have retired from the human world & have gone to Kyonin (neither player wants to play their character again).


Do clockwork constructs follow the verbal commands of the their creator or keyholder? Or do they follow preset commands?
Thanks.


How many warriors do you think the Shoanti could field if they invaded Korvosa? Based on myreading, obviously the Sklar-Quah would lead the way, & it seems likely that the Lyrune-Quah & Shundar-Quah would be the first two quahs to back them up.


Which experience progression does this AP use? Fast, medium?


Has anyone added in the cult of Lissala as a potential adversary for the party? If so, what have you had them do so far?


Is there no proper map folio besides those 3 posters for this AP?
And if not, then why not?


I suppose just about anything I write could possibly be a spoiler, so better safe than not.

Spoiler:

In my Runelords game, the group allowed Orik to negotiate for his life & freedom, and they let him go.
The Crimson Throne group caught Verik alive & turned him over to the Field Martial.
So, I'm trying to decide what, if anything, I should do with these characters in the rest of my Crimson Throne game. Would the Guard execute Verik for abandoning his post? The PCs never actually figured out what the Hammer Boys were up to, mainly because they didn't look. Does Orik really have any good role possibilities in this AP?
Saul isn't a factor. I actually tried running Second Darkness a while back, never finishing it due to the players feeling it jumped the shark with the third adventure after a strong start. One of the PCs did, however, kill Saul, so that will stand as a part of history in my game.


Looks like my previous post didn't work out properly, so let's try again.
First session, the party got together, talked to Zellara, then went to Lamm's hideout. Through sheer luck, they bypassed everything and went straight to his lair. Due to the alchemist using a bomb, Lamm's cronies came down to back up their leader. The party prevailed and the session ended with 2 members still in the lair due to injuries and the other 3 on the street trying to decide what to do about the orphans inside the place. They have also seen that civil unrest is breaking out due to the king's death.
So that's the situation: it's 11 pm, they're in a sketchy part of town and civil unrest is breaking out.
Another player is planning on joining the game in the second session. He plans to play a dwarven inquisitor of Torag, visiting Korvosa from Janderhoff. Not really an easy character to fit into the above situation.
So, if you have suggestions, I'd greatly appreciate it.
Thanks!


First session, the party gathered together, responding to the call of Zellara. They went to the fishery & pretty much ended up in Lamm's lair first, killing him. Since the alchemist used a bomb, his cronies came down and the party took them out.
So now we have 2 of the party still in the lair dealing with injuries, and the rest of the party standing in the street in front of the fishery. They're trying to decide how to approach the orphans & are watching the start of the civil unrest.
A new player plans to join in our second session, playing a dwarven inquisitor of Torag. He just happened to be visiting the city when all he'll broke loose.
I can't figure how to introduce him to the party. It's 11 pm, the party is down on the docks & a riot is breaking out. So how should I make the intro?
Thanks!


Are there any spells that specifically prevent the dead from being raised or resurrected?


My players want to play returning to Xin-Shalast 6 months after their defeat of Karzoug, leading a Pathfinder expedition. I'm finding myself short on inspiration.
I have the book detailing the city post Karzoug, I'm just having difficulties with coming up with specific encounters to throw at the party.
So, I was wondering if anyone else has done a return adventure and if so, what you did.
Thanks!


I'll try to avoid spoilers, but players should probably just not read this.
Anyway, as we all know, there are the denizens of Leng and their big machine. That really actually can't be destroyed.
The party in my game want to return to Xin-Shalast six months later (after winter). I'm trying to decide what to do with the denizens and their machine, since I doubt they're just going to give up their purpose. Unfortunately, I'm finding myself short on inspiration and would like to see what thoughts other people have on the matter.
Thanks!


If you're a player, you probably shouldn't read this. :)
Anyway, is it possible for a dispel magic to affect the occluding field?


The resurrection spell says it requires a piece of the body of the person to be brought back. How big of a piece? How small is too small? Would a lock of hair clipped six months prior suffice?
Thanks!


So, how does one use this feat to fight with an earthbreaker & klar when the earthbreaker is a two handed weapon?


When a chevalier uses smite evil, does he only use his chevalier levels or all character levels to determine additional damage? Also, when critting, does the smite evil additional damage also get multiplied?
Thanks!


My group is about to tackle The Spires of Xin-Shalast. Roleplaying has always been a little weak with this group, and my various attempts to encourage it really haven't gone that well. Now, at 14th level, the roleplaying has vanished completely & each session is just the players discussing strategy & tactics before combat.
So, what do you do to encourage roleplaying? Any suggestions would be greatly appreciated.


Will anti-magic field or mage's disjunction destroy a simulacrum? How about dispel magic?


So, if you have a character under the effects of a face of the devourer spell who is fighting with two light weapons using the two weapon fighting feat, how does that affect the bite attack the spell gives?
Thanks!


The adventure gives a good framework for expanding the city. Has anyone fleshed it out & put the material on the Internet to be shamelessly borrowed? :-)


But I'm going to ask it anyway.
Can you make a simulacrum of a construct?


What does advancing a construct do to its creation cost?
Thanks!


No, not the Scifi movie of the week. Can anyone point me to an ooze that stands a reasonable chance of taking out a stone golem? Besides the shoggoth, that is. Most of them don't seem very effective against stone.
Thanks!


The wizard in my game wants to animate the body of a dead demon. Is there any reason why animate dead wouldn't let him turn it into a zombie?
Thanks.


If you make a simulacrum of someone evil, does it count as evil for the purposes of using something like black robes of the archmagi?


My party got into an argument about some books that were found, including some spellbooks. It ended with the fighter setting them on fire. They burned for 2-3 minutes, then were doused with water to put the fire out.
Can mending fix these books?


Okay, here's the situation:
Two dread wraiths are locked in a magic box. The wizard and priest decide to have the party's golem break open the box and then they want to drop undeath to death spells on them, not having read the bit about critters over a certain number of HD not being affected by the spell. They are standing 30 feet from the box, which is crystal, so the wraiths can see out of it. Obviously the golem is right on top of it, smashing away at it. The rest of the party is 40 feet back from the spellcasters, trusting that they know what they're doing.
The box breaks open, I state that the wraiths immediately start for the spellcasters, and then I allow the casters to get off their spells, to no effect.
The question is: what happens next? Is this a surprise round, and the two spellcasters, being aware, have taken their one standard action each and now it's the wraith's turn? Or is this a standard combat round, with the spellcasters now entitled to a move action before the wraiths can do anything? Or are the wraiths unable to act for some reason? All agree that the rest of the party is treating this as a surprise round, and are not aware of the situation.
Input greatly appreciated.
Thanks!


Do golems count as having magical weapons for damaging incorporeal undead?


Has anyone's group failed to come out on top in the final events of this AP?
If so, what happened?


If a wizard chooses a bonded item & loses it, there are at least some inconvenient consequences. If a wizard loses his familiar, there are absolutely no consequences.
Those of you who played 1st & 2nd edition may recall that losing a familiar could be pretty dreadful. Nothing happening when a familiar is lost as is the case now just doesn't feel right. I am considering adopting the same outcome that happens to a shadowdancer when he loses his shadow for the wizard & familiar. Basically make a save or lose a level.
What do you think?


The party wizard has a robe of the archmagi and got his hands on the robe of runes. He wants to know if he can examine how the robe works and then copy one of it's abilities to his own robe. Can this be done? Do the rules support doing something like that?
Thanks!


Not long ago, I saw an episode of Destination Truth where they went to West Africa in search of the kikiyaon, or soul cannibal. I felt inspired to stat the critter up. Here's a drawing to help (no idea who the artist is, just like the drawing): http://dragonmistral.deviantart.com/art/Cryptozoology-Kikiyaon-28591388

This creature is a terrifying amalgam owl and man. Its owl’s head is covered with greenish grey feathers, while huge, dark eyes focus its intense gaze. Its hunched, muscular body is covered with short hair a color similar to its feathers, and it has a short, tufted tail. Hands and feet end in wicked claws and talons, and sharp black spurs grow from its broad shoulders. A huge pair of feathered wings grows from its back, and it has a faint odor about it like something dead.
Kikiyaon CR 4
XP 1,200
NE Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 40 (5d10+10)
Fort +6 Ref +7 Will +3
Offense
Speed 30 ft., fly 60 ft. (good)
Melee 2 claws +8 (1d6+2)
Special Attacks Nightmare, Rake (2 talons +8, 1d6+2), Shoulder spurs
Statistics
Str 15, Dex 17, Con 14, Int 6, Wis 14, Cha 8
Base Atk +5; CMB +7; CMD 20
Feats Flyby Attack, Weapon Finesse, Wingover
Skills Acrobatics +7, Climb +6, Fly +11, Perception +10, Stealth +11; Racial Modifiers Perception +4, Stealth +4
Ecology
Environment Tropical Forest
Organization solitary or pair
Treasure Incidental
Special Features
Nightmare (Su) Anyone who sees a kikiyaon must make a DC 15 Will save or suffer the effects of a Nightmare spell 3 nights later. Anyone who makes the save is immune to this ability for 24 hours. Kikiyaons are immune to the effects of seeing another kikiyaon.
Rake (Ex) When in flight, a kikiyaon may rake with its taloned feet.
Shoulder spurs (Ex) A kikiyaon may attack with its shoulder spurs when, and only when, it makes a Flyby Attack against a target (Shoulder spurs +8, 1d8+2 + bleed 1d4, DC 15 Heal).
The kikiyaon is a predator that hunts the night in tropical forests, frequently near towns and villages. While it will readily feed upon livestock and wild animals, its preferred prey are lone travelers who have failed to find shelter before nightfall. It stalks its prey silently, attacking by surprise with its shoulder spurs and then letting it bleed out. It will readily defend itself with its clawed hands and taloned feet. Its call is a deep throated grunting that can carry for miles; it also makes a strangled cry deep in its throat. Kikiyaons are 5’ to 5’6” tall and are rather light for their size.


Has there ever been such a beastie as a copper golem? And has anyone ever converted it to Pathfinder?
Thanks.


My party didn't have a very good time fighting Black Magga when she floated through town. Almost the entire party failed their saves vs. her breath and spent the entire encounter either beating themselves or their horses rather than fighting her. So it was just the halfling sorcerer and Shallelu fighting her off and keeping her from eating everyone before the current carried her on by.
I didn't have her stay in Claybottom Lake for long, dropping one of her tentacles to terrorize the area and then heading on down south to that bigger lake. For the next couple of months, the party heard about her attacking merchants that were using the lake to transport goods and there was first a 5000 gp, then a 10000 gp reward put out for her. A couple of NPC adventuring parties met some bad ends, sadly.
Eventually, they decided to go after her. Unfortunately, she'd already left the lake for the great big swap near-by, though she did leave another tentacle in the lake. The party actually found that and destroyed it. Another one swam downriver to Magnimar and attacked it, though it was stopped by NPCs. Now the party thinks she used the attack as a diversion to get past Magnimar and out to the sea.
What I was really considering having her doing was attracting a small tribe of marsh giants, a tribe or two of boggards and maybe a few faceless stalkers through the winter, who mistakenly believe she is a god. Then, come springtime, she begins hostilities against the town around that big lake.
What do you think? Too much? Just a distraction while the party needs to worry about Karzoug? Doesn't make sense? Let me know.
Thanks.