Showing posts with label Pathfinder RPG. Show all posts
Showing posts with label Pathfinder RPG. Show all posts
Thursday, February 21, 2013
Wandering Monsters for Bestiary 1
PDF version available HERE
I've been using the Pathfinder Bestiary in my DCC games lately. I'm pretty comfortable with the PF stat blocks, and tweaking on the fly, so it works well for me. I made some wandering monster tables for it, and decided to post them for grins. The number encountered is in brackets, and it should be readily apparent that the page number is in parentheses
If you want to get really fancy, you can use the following method for the dungeon tables:
Roll a d6 along with the d12. If the d6 comes up 1 or 6, look the monster up one table lower or higher, respectively.
Dungeon Level 1-3
1. Monitor Lizards [1-4] (p.194)
2. Giant Centipedes [3-6] (p.43)
3. Fire Beetles [7-12] (p.33)
4. Ghouls [2-5] (p.146)
5. Vargouille [1] (p.272)
6. Skeletal Champion [1] (p.252)
7. Cloaker [1] (p.47)
8. Darkmantle [1-6] (p.55)
9. Wight [1-2] (p.276)
10. Bat Swarm [1] (p.30)
11. Dretches [1-2] (p.60)
12. Goblin Dogs [1-8] (p.157)
Dungeon Level 4-6
1. Gibbering Mouther [1] (p.153)
2. Centipede Swarm [1-2] (p.43)
3. Ghost [1] (p.144)
4. Yeth Hounds [2-7] (p.286)
5. Troll [1] (p.268)
6. Greater Barghest [1] (p.27)
7. Vampire [1] (p.270)
8. Chokers [1-8] (p.45)
9. Black Pudding [1] (p.35)
10. Gorgon [1] (p.165)
11. Gray Ooze [1] (p.166)
12. Rust Monsters [2-5] (p.238)
Dungeon Level 7-9
1. Girallons [5-8] (p.154)
2. Iron Golem [1] (p.162)
3. Half-Fiend Minotaurs [3-6] (p.171)
4. Hell Hounds [3-12] or Nessian Hell Hound [1] (p.173)
5. Intellect Devourers [1-6] (p.180)
6. Kytons [3-6] (p.185)
7. Driders [1-6] (p.113)
8. Elder Earth Elemental [1] (p.123)
9. Bebilith [1] (p.32)
10. Rakshasa [1] (p.231)
11. Shadow Demons [1-2] (p.67)
12. Night Hag [1] (p.215)
Dungeon Level 10+
1. Neothelid [1] (p.214)
2. Xill [2-12] (p.283)
3. Horned Devil [1] (p.76)
4. Devourer [1] (p.82)
5. Tarrasque [1] (p.262)
6. Purple Worm [1] (p. 230)
7. Nalfeshnee [1] (p.65)
8. Greater Shadows [3-6] (p.245)
9. Medusa [1] (p.201)
10. Shoggoth [1] (p.249)
11. Elder Fire Elemental [1-3] (p.125)
12. Astral Deva [1] (p.10)
Plains
1. Giant Ants [1-10] (p.16)
2. Giant Wasps [3-6] or Wasp Swarm [1] (p.275)
3. Ankhegs [1-4] (p.15)
4. Bugbears [1-10] (p.38)
5. Cheetahs [1-4] (p.40)
6. Chimera [1] (p.44)
7. Cockatrice [1-12] (p.48)
8. Cyclops [1-6] (p.52)
9. Triceratops [1] (p.86)
10. Gnolls [1-20] (p.155)
11. Aurochs [3-30] (p.174)
12. Manticore [1] (p.199)
Hills
1. Bulette [1] (p.39)
2. Giant Ants [2-20] (p.16)
3. Giant Stag Beetle [1-6] (p.33)
4. Chimera [1] (p.44)
5. Wyvern [1-2] (p.282)
6. Ettin [1-2] (p.130)
7. Griffons [1-10] (p.168)
8. Hill Giants [2-5] (p.150)
9. Ogres [1-4] (p.220)
10. Phase Spiders [3-6] (p.226)
11. Dust Mephits [3-6] (p.202)
12. Bandits [2-20] (p.264)
Forest
1. Wolves [1-12] or Dire Wolves [3-8] (p.278)
2. Treant [1] (p.266)
3. Unicorn [1] (p.269)
4. Grizzly Bears [1-2] (p.31)
5. Boars (1:6 chance Dire) [1-8] (p.36)
6. Centaurs [3-10] (p.42)
7. Dryad [1] (p.116)
8. Ettercaps [3-8] (p.129)
9. Owlbears [1-6] (p.224)
10. Pseudodragon [1] (p.229)
11. Satyrs [3-6] (p.241)
12. Elves [3-30] (p.114)
Mountains
1. Stone Giants [1-8] (p.151)
2. Tengu [3-12] (p.263)
3. Stone Golem [1] (p.163)
4. Duergar [3-30] (p.117)
5. Huge Air Elemental [1-2] (p.120)
6. Shadow Demons [1-3] (p.67)
7. Rocs [1-2] (p.236)
8. Salamanders [2-5] (p.240)
9. Medium Earth Elementals [2-7] (p.122)
10. Wyverns [1-3] (p.282)
11. Crag Linnorm [1] (p.190)
12. Red Dragon (d6: 1-3=young, 4-5=adult, 6=ancient) [1] (p.98-99)
Swamp
1. Constrictor Snakes [1-6] (p.255)
2. Giant or Poisonous Frogs [3-12] (p.135)
3. Will-O-Wisps [1-4] (p.277)
4. Boggards [1-12] (p.37)
5. Shocker Lizards [1-12] (p.248)
6. Basilisk [1-2] (p.29)
7. Chuul [1-4] (p.46)
8. Crocodiles (2:6 chance Dire) [1-6] (p.51)
9. Dracolisks [1-2] (p.170)
10. Green Hags [3] (p.167)
11. Harpies [3-12] (p.172)
12. Froghemoth [1] (p.136)
Jungle
1. Giant Flytrap [1-2] (p.134)
2. Gorillas (3:6 chance Dire) [1-12] (p.17)
3. Army Ant Swarm [1] (p.16)
4. Boars (4:6 chance Dire) [1-8] (p.36)
5. Dire Lions [3-8] (p.193)
6. Tyrannosaurus [1] (p.86)
7. Giant Mantis [1-10] (p.200)
8. Giant Frilled Lizards [1-8] (p.194)
9. Vegepygmies [3-30 plus chieftain] (p.273)
10. Assassin Vines [3-6] (p.22)
11. Zombies [2-20] (p.288)
12. Spider Swarms [2-5] (p.258)
Tundra
1. Winter Wolves [6-11] (p.280)
2. Yeti [1-8] (p.287)
3. Dire Wolverines [1-2] (p.279)
4. Frost Giants [2-5] (p.149)
5. Ice Golems [1-4] (p.161)
6. Ice Linnorm [1] (p.191)
7. Remorhaz [1] (p.233)
8. Ice Devil [1] (p.77)
9. Ice Elves [2-200] (p.114)
10. Dire Polar Bears [1-4] (p.31)
11. Ice Mephits [3-6] (p.202)
12. White Dragon (d6: 1-3=young, 4-5=adult, 6=ancient) [1] (p.100-101)
Desert
1. Behir [1-2] (p.34)
2. Bebilith [1] (p.32)
3. Couatl [1-2] (p.49)
4. Lamias [1-8] (p.186)
5. Efreeti [1] (p.140)
6. Vrocks [1-6] (p.69)
7. Bone Devil [1] (p.74)
8. Giant Scorpions [1-10] (p.242)
9. Sphinx [1] (p.257)
10. Sand Worm [1] (p.230)
11. Phoenix [1] (p.227)
12. Blue Dragon (d6: 1-3=young, 4-5=adult, 6=ancient) [1] (p.94-95)
Underdark
1. Giant Slug [1] (p.254)
2. Violet Fungus [3-12] (p.274)
3. Xorn [1-6] (p.284)
4. Yellow Musk Creeper + 1-6 Yellow Musk Zombies (p.285)
5. Troglodytes [3-30] (p.267)
6. Basidironds [1-12] (p.28)
7. Aboleths [1-6] (p.8)
8. Cave Fishers [1-6] (p.41)
9. Derro [3-30] (p.70)
10. Mites [2-200] (p.207)
11. Ropers [1-6] (p.237)
12. Shoggoth [1] (p.249)
Some day I'd like to make versions for the Bestiaries 2 and 3 as well, but even if I do, I'm probably not going to do those links again, because man that was a pain in the buns!
Thursday, December 29, 2011
This Looks Pretty Rad
I think I will be adding this to my list of things to get.
From Paizo's site:
From Paizo's site:
This 64-page softcover explores the solar system of the Pathfinder campaign setting. Along with extensive gazetteers and maps of each of the numerous planets of this system (including the war-torn Red Planet of Akiton, the undead world of Eox, the primeval Green Planet of Castrovel, gas giants, asteroids, moons, and more), this book includes guidelines for traveling from world to world and exploring the dark depths of outer space. Rules for several new monsters, alien races, and magic round out the otherworldly offerings.
by James L. Sutter
Wednesday, November 23, 2011
World of Pathfindercraft
Got this in my mail this morning:
Paizo Licenses Pathfinder MMO Rights
Not sure what I think about it at this point...
Friday, September 23, 2011
Adventures in Munchkinism
So my brother-in-law decided he wanted to run a drow noble campaign, using Pathfinder rules, and allowing everything on the Pathfinder SRD site. I'm thinking, this is crazy! He had us roll stats three different ways: 3d6, reroll 1s; 4d6 drop lowest; and d12+6. Then we could pick whichever set we liked the best and arrange to taste.
Thus, I set out to make the most broken character I could without putting forth too much effort. There is so much crap available, I'd still be sifting through feats if I wanted to really take it seriously. First, the stats. d12+6 gave me the best results, with the following scores: 18, 18, 15, 12, 11, 10. Two 18s! The drow noble modifiers are totally insane. +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con.
Dex being the best, I went for a Dex-based class. Rogue seemed kind of lame, but I found a new class from the new Ultimate Combat book - THE NINJA! This class is totally broken. At level 2, I can already turn invisible as a swift action (meaning I can still move and attack in the same round). It's totally fucked. We played one session, and let me be honest, it was fun as shit. We're all supposed to be brothers/sisters from the same family, and we just came of age (86 years old) and are going to be sent to the drow school for learning devious shit. So for our first session, we did some trials. One was to pick a mushroom from a set of four and hopefully not die or get fucked up. I'm not sure what we were supposed to figure out, besides just guessing. Anyways, I got a crazy-ass bluff score so I faked eating the mushroom. I rolled shitty, so it didn't work, but I followed up with a use of my 1/day suggestion spell, to convince the test's administrator that I had in fact eaten the mushroom. At least that worked. I later found out the mushroom I picked was some crazy hallucinogenic kind, so later that night all our PCs split it and ate it, and promptly proceeded into the dungeons of our own house to pull monsters out of the cells and kill them for sport, while tripping.
I laughed my balls of the entire session, and was in tears once or twice. We decided to be the Black family. We have Joe Black (me), Jack Black, Frank Black, and I forget what my sister's was. I think next session, we will actually be going to the school. I expect lots of amazing fun, sort of like if completely immature superheroes were to attend whatever school Harry Potter went to.
Now for your pleasure, here is my completely overpowered level 2 character:
Thus, I set out to make the most broken character I could without putting forth too much effort. There is so much crap available, I'd still be sifting through feats if I wanted to really take it seriously. First, the stats. d12+6 gave me the best results, with the following scores: 18, 18, 15, 12, 11, 10. Two 18s! The drow noble modifiers are totally insane. +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con.
Dex being the best, I went for a Dex-based class. Rogue seemed kind of lame, but I found a new class from the new Ultimate Combat book - THE NINJA! This class is totally broken. At level 2, I can already turn invisible as a swift action (meaning I can still move and attack in the same round). It's totally fucked. We played one session, and let me be honest, it was fun as shit. We're all supposed to be brothers/sisters from the same family, and we just came of age (86 years old) and are going to be sent to the drow school for learning devious shit. So for our first session, we did some trials. One was to pick a mushroom from a set of four and hopefully not die or get fucked up. I'm not sure what we were supposed to figure out, besides just guessing. Anyways, I got a crazy-ass bluff score so I faked eating the mushroom. I rolled shitty, so it didn't work, but I followed up with a use of my 1/day suggestion spell, to convince the test's administrator that I had in fact eaten the mushroom. At least that worked. I later found out the mushroom I picked was some crazy hallucinogenic kind, so later that night all our PCs split it and ate it, and promptly proceeded into the dungeons of our own house to pull monsters out of the cells and kill them for sport, while tripping.
I laughed my balls of the entire session, and was in tears once or twice. We decided to be the Black family. We have Joe Black (me), Jack Black, Frank Black, and I forget what my sister's was. I think next session, we will actually be going to the school. I expect lots of amazing fun, sort of like if completely immature superheroes were to attend whatever school Harry Potter went to.
Now for your pleasure, here is my completely overpowered level 2 character:
Tuesday, September 20, 2011
Loads of Free Fun
A few weeks back, I ran a sort of experiment. I wanted to run a level 1 Pathfinder adventure with level 0 DCC characters. I already had some copies of the free DCC RPG Beta Rules printed up, and I had picked up this free goblin adventure on Free RPG Day.
In order to make it a little more meaningful, I told the players they could each roll up 4 level 0 goblin dudes, and any survivors could become level 1 henchmen of their main characters in our Pathfinder/DCC frankenstein game that has been running for almost a year now. It was easy to fit this in plotwise with our ongoing campaign.
The adventure was a ton of fun. The module needs a little bit of adjustment to run for DCC, but I did it all on the fly without any problem.
The dares were especially fun, and since level 0 DCC characters don't get hardly jack for items, it is very worthwhile for the players to try. I think I killed like 5 PCs from the dares alone.
Here were the most memorable:
The very first dare, "Dance with Squealy Nord", where a character has to ride a piglet rodeo-style for three rounds (3 successful Agility checks, roll equal to or under Agility score on a d20). First roll was a fail, and the PC fell off the pig and died.
Hide or Get Clubbed: This is the goblin version of hide and seek. The dare-taker rushes off into the marsh without any weapons and attempts to find a good hiding spot (I allowed the PCs to make two checks - d20+agi mod and d20+int mod and take the better result for their hide check). The other goblins try to find him, and if they do, the finder is allowed to whack the previously hidden goblin with a club. Once the goblins start looking, roll 1d10 to determine how many goblins come close enough to the hiding goblin to attempt –1 Perception checks to notice the hiding goblin. (Rolled a 10 and the first one found him.) If a goblin finds the hidden goblin, the resulting club strike automatically inflicts 1d4–1 points of damage. (BAM! DEAD! HAHAHAHHAA!) If no goblins find the hidden goblin, he wins a loan of the mystical Ring That Lets You Climb Real Good (a ring of climbing).
After the dares, there's just one encounter on the way to the target. (Note that the adventure references the Pathfinder Bestiary, but you can get the needed stat blocks for free at d20pfsrd.com if you don't have the actual book.) This is a relatively straightforward encounter against a big spider. Probably one or two guys will die depending on initiative. I made certain to explain the obvious trail back to the spider's lair after the fight so the PCs could pick up a few more mundane weapons.
Then, the final part, which really needs to be toned down unless you don't care about having a TPK. There is a wasp swarm trap, which the PCs will find impossible to kill off once triggered using Pathfinder swarm rules, since they are immune to normal weapon damage. Additionally, the druid at the end can summon a swarm (and she should!), which can be very deadly, potentially killing up to 4 PCs per round, but that one only lasts 2 rounds.
By the end, only 2 PCs remained from the 16 we had at the beginning. One of the players took a body part from one of his deceased 0-level dudes that he was particularly fond of, in order to have his main character get him resurrected someday. (Awww, how sweet.)
In summation, this session was a big hit with the players, and we spent most of the session laughing our asses off, which is how it should be. I highly recommend trying this combo, as the silliness of DCC 0-level play and this particular adventure complemented each other perfectly.
In order to make it a little more meaningful, I told the players they could each roll up 4 level 0 goblin dudes, and any survivors could become level 1 henchmen of their main characters in our Pathfinder/DCC frankenstein game that has been running for almost a year now. It was easy to fit this in plotwise with our ongoing campaign.
The adventure was a ton of fun. The module needs a little bit of adjustment to run for DCC, but I did it all on the fly without any problem.
The dares were especially fun, and since level 0 DCC characters don't get hardly jack for items, it is very worthwhile for the players to try. I think I killed like 5 PCs from the dares alone.
Here were the most memorable:
The very first dare, "Dance with Squealy Nord", where a character has to ride a piglet rodeo-style for three rounds (3 successful Agility checks, roll equal to or under Agility score on a d20). First roll was a fail, and the PC fell off the pig and died.
Hide or Get Clubbed: This is the goblin version of hide and seek. The dare-taker rushes off into the marsh without any weapons and attempts to find a good hiding spot (I allowed the PCs to make two checks - d20+agi mod and d20+int mod and take the better result for their hide check). The other goblins try to find him, and if they do, the finder is allowed to whack the previously hidden goblin with a club. Once the goblins start looking, roll 1d10 to determine how many goblins come close enough to the hiding goblin to attempt –1 Perception checks to notice the hiding goblin. (Rolled a 10 and the first one found him.) If a goblin finds the hidden goblin, the resulting club strike automatically inflicts 1d4–1 points of damage. (BAM! DEAD! HAHAHAHHAA!) If no goblins find the hidden goblin, he wins a loan of the mystical Ring That Lets You Climb Real Good (a ring of climbing).
After the dares, there's just one encounter on the way to the target. (Note that the adventure references the Pathfinder Bestiary, but you can get the needed stat blocks for free at d20pfsrd.com if you don't have the actual book.) This is a relatively straightforward encounter against a big spider. Probably one or two guys will die depending on initiative. I made certain to explain the obvious trail back to the spider's lair after the fight so the PCs could pick up a few more mundane weapons.
Then, the final part, which really needs to be toned down unless you don't care about having a TPK. There is a wasp swarm trap, which the PCs will find impossible to kill off once triggered using Pathfinder swarm rules, since they are immune to normal weapon damage. Additionally, the druid at the end can summon a swarm (and she should!), which can be very deadly, potentially killing up to 4 PCs per round, but that one only lasts 2 rounds.
By the end, only 2 PCs remained from the 16 we had at the beginning. One of the players took a body part from one of his deceased 0-level dudes that he was particularly fond of, in order to have his main character get him resurrected someday. (Awww, how sweet.)
In summation, this session was a big hit with the players, and we spent most of the session laughing our asses off, which is how it should be. I highly recommend trying this combo, as the silliness of DCC 0-level play and this particular adventure complemented each other perfectly.
Saturday, July 16, 2011
Dungeons of Golarion
Paizo recently released a "megadungeon supplement" called Dungeons of Golarion, featuring six dungeon locations. It sounds like none of these dungeons are fully realized, with each containing a cutaway view of each complex, sample monsters, traps, and treasures, and a sample level.
This seems like a cool supplement, and I think I will be adding it to my next subscription shipment. I really like a lot of the Pathfinder campaign setting material. My favorite thing about the stuff is that it paints in broad strokes, and provides a good starting point for further development and customization by the GM. The City of Strangers supplement (probably my favorite campaign setting supplement) says it best:
Campaign settings are for gaming, and I'm glad Paizo gets that.
This seems like a cool supplement, and I think I will be adding it to my next subscription shipment. I really like a lot of the Pathfinder campaign setting material. My favorite thing about the stuff is that it paints in broad strokes, and provides a good starting point for further development and customization by the GM. The City of Strangers supplement (probably my favorite campaign setting supplement) says it best:
This Is Not the End
The book you hold in your hand is undoubtedly the most thorough book on Kaer Maga that will ever be written. Representing several years of daydreaming, starting out as the background for a chapter in the Pathfinder’s Journal and evolving into much more, this guide contains countless NPCs, adventure hooks, guilds and gangs, monsters old and new, and cultures never seen before on the face of Golarion.
It’s also only the beginning.
There’s a common misconception that a game universe is limited by “canon,” that those people and things mentioned in a sourcebook represent the entirety of what exists in a given location. Yet it should be remembered that Kaer Maga, fictional or otherwise, is still a city—a living, breathing web of intrigue and interpersonal relationships, thousands of individuals living in conflict or harmony. Whether 64 pages or 640, no guidebook could hope to detail every secret, explain every background or motivation of the city’s residents, any more than a single book could explain New York, London, or Tokyo. Instead, this book is intended to paint Kaer Maga with broad strokes and then leave the rest to you as GM, having planted enough seeds for you to grow your own version of the Asylum Stone. For every fact given—the nature of the Sweettalkers, the process by which bloatmages use their blood to empower their magic, the secret history of the city beneath the city—the hope is that two new questions will be raised. For these questions are the stuff from which adventures are made and are where the GM’s real work—and fun—begins.
Thanks for visiting Kaer Maga—there’s room here for everyone. Especially you.
Campaign settings are for gaming, and I'm glad Paizo gets that.
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