Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Thursday, August 23, 2012

[Demonomicon] Astaroth, Diabolus Part 2

Aspect of Astaroth

Part 1 is here

Sometimes Astaroth would send his aspect to the mortal world to expand his influence. The aspect could be summoned as a sign of favor to his foul minions. They serve as the herald of Astaroth and share terrible secrets with his followers. Sometimes, they would appear in front of desperate individuals and tell them of a solution. Usually these solutions would come with a heavy price. But the truly desperate would still do it even if they know of the consequences.

The aspect of Astaroth is a 7 foot tall angelic being. It is only upon a closer look that the viewer could see the demonic and serpentine feature in the aspect.

Though capable of tearing his foes apart, the aspect is content to let his minions rush forward to the enemy. He would support his allies with uses of the Dark Speech.

If forced into melee, the aspect would quicken his unholy blight spell-like ability and follow it by tripping his foes. He would continue to trip his foes and let his minions take down the prone victims.

ASPECT OF ASTAROTH
Medium Outsider (Demon, Extraplanar, Chaotic, Evil)
Initiative: +1; Senses: darkvision 60 ft. ; Perception 17
Aura: Aura of Menace (DC 17), magic circle against good
Defense
Armor Class: 24 (+1 Dex, +14 natural), touch 11, flat-footed 23
Hit Dice: 10d10+72 (105 hp)
Saves: Fort +9 , Ref +8, Will +9
DR 10/good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 18
Offense
Speed: 30 ft. (6 squares), fly 80 ft. (good)
Melee:+1 unholy flail +17/+12 melee (1d8+10/x2 plus 2d6 unholy)
Space 5ft ; Reach 5 ft.
Spell-Like Abilities (CL 10th; concentration +17)
Constant: magic circle against good
At will--augury, divination,  greater teleport (self plus 50 lbs. of objects only), message
1/day- Divination, greater dispel magic, Unholy Blight
Abilities: Str 22, Dex 13, Con 22, Int 22, Wis 14, Cha 20
Base Attack: +10/+16; CMD: +16; CMD: 27
Feats: Combat Experise, Dark Speech, Improved Trip, Quicken Spell-like ability
Skills: Bluff +18, Diplomacy +18, Gather Information +15, Intimidate +15, Knowledge (arcana) +19, Knowledge (geography) +16, Knowledge (Local) +16, Knowledge (nature) +16, Knowledge (the planes) +19, Perception +15, Sense Motive +15, Spellcraft +19
Environment: Abyss (Terminal Archive)
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always Chaotice Evil
Advancement: 11-25 HD (Medium); 26-30 HD (Large)
Level Adjustment: +6

Tuesday, August 21, 2012

Combining Knowledge Skills for d20 modern and Pathfinder


Since there is a lot of overlap between the skills for d20 modern and d20 3.5/Pathfinder, here is the combined knowledge skill.

d20 Skill
Pathfinder Modern Skill
Knowledge (Arcane Lore)
Knowledge (Arcane Lore)
Knowledge (Arcana)
Knowledge (Arcane Lore)
Knowledge (Art)
Knowledge (History and Culture)
Knowledge (Behavorial Science)
Knowledge (Behavorial Science)
Knowledge (Business)
Knowledge (Business)
Knowledge (Civics)
Knowledge (Civics)
Knowledge (Current events)
Knowledge (Current events)
Knowledge (Dungeoneering)
( with exception of identifcation of abberation)
Knowledge (Geography)
Knowledge (Dungeoneering)  (Identification of Abberation)
Knowledge (Forbidden Lore)
Knowledge (Earth and Life Science)
Knowledge (Nature)
Knowledge (Engineering)
Knowledge (Physical Science)
Knowledge (Geography)
Knowledge (Geography)
Knowledge (History)
Knowledge (History and Culture)
Knowledge (Local)
Knowledge (Streetwise)
Knowledge (Nature)
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (History and Culture)
Knowledge (Physical Science)
Knowledge (Physical Science)
Knowledge (Planes)
Knowledge (Forbidden Lore)
Knowledge (Popular Culture)
Knowledge (History and Culture)
Knowledge (Religion)
(With exception of identifcation of undead)
Knowledge (History and Culture)
Knowledge (Religion)  (Identification of Undead)
Knowledge (Forbidden Lore)
Knowledge (Streetwise)
Knowledge (Streetwise)
Knowledge (Tactics)
Knowledge (Tactics)
Knowledge (Technology)
Knowledge (Technology)
Knowledge (Theology and Philosophy)
Knowledge (History and Culture)

Thursday, August 16, 2012

[Demonomicon] Astaroth, Diabolus Part I

I always have a great interest in the abyssal lords. For this series, I hope to cover obscure abyssal lords. For the first one, i think i would start with Astaroth.

Layer: Terminal Archives
Areas of Concern: Science, Prophecy, Knowledge
Domains: Chaos, Evil, Knowledge,  Prophecy
Favored Weapon: Flail
All Rights reserved to Matt Bradbury
Astaroth was a celestial scribe within the House of Knowledge, serving an unknown god of knowledge. Well versed in a broad range of topics and a gift for prophecy, Astaroth was enamored by the concept of evil fighting evil. Thus begin his downfall.

Researching into the truenames of the fiendish creatures that existed in the Abyss, Astaroth wrote the Vital Pact. Sharing the disreputable philosophy that summoners should use the terrible fiends as allies to fight against enemies, Astaroth inked each unique copy with the true name of a fiend and discussed at length on the summoning techniques of fiends.

But all forbidden knowledge comes with a price. For each book the dedicated archon wrote, he was tainted by his research to fight against evil. Soon, the archon was unrecognizable and was cast out from the Upper Planes.

Still, Astaroth continued his research. The layer in which he rules have become a library of lost and forbidden knowledge. However, Astaroth has become thoroughly twisted in his unnatural thirst of knowledge. Once desiring to use these knowledge for good, Astaroth now strives to use knowledge and prophecy as a way to spread chaos and misery.

Astaroth appears as a handsome man with feathered and serpentine features. To those who wishes for his favor, they would write down their experience and the lore they have learnt for the day. They would then burn a copy of these experiences and dedicate it to Astaroth. It is said that each pages would be archived in the Terminal Archives.

For those whom Astaroth have taken notice, they would earn the following boon:

1: Identify 3/day or Augury 2/day or Clairaudience/Clairvoyance 1/day
2: Quickened Unholy Blight 1/day
3: Scrying 1/day

Followers of Astaroth have their patron's thirst for knowledge. They delight in offering sadistic solution to people in need. Nothing warms their heart more than seeing a hapless father commit murder in order to save their child's life.

Monday, August 6, 2012

[Nightwatch Campaign] Modifying the Pathfinder Gunslinger

In d20 modern, the guns have no chnace of misfire. After all, the d20 system does not make you check if your sword breaks from hitting too much or if your bowstring would break. Hence , if you want to adapt the Pathfinder Gunslinger to d20 modern, you would need to modify the Gunslinger Deeds by quite a bit. Here are some of the suggestions I found that has helped me.

But fortunately, it seems that mysterious stranger's replacement deeds seems like a good replacement. As for Gunsmithing, replace it with Gun Training at level 1. Simply replace the weapons with the appropriate gun models and you are good to go.

Would post an example later to see if it is feasible :)

Wednesday, August 1, 2012

[Grim and Gritty] Rafaele , chemistry savant

Design notes: Here is one of the few tentative character concepts for a d20 modern gestalt campaign that one of my friends is running. Adapted from the Cthulhutech, the world is a bleak one with two enemy factions engaging war on the whole planet Earth. One of the faction brought with them the secret of magic and like Cthulhu-like games, magic comes with insanity.

A concept that I have discussed with the GM was that one way of circumventing that was to ensure that magic is activated through an item. So i came up with several concepts of classes that have magic by means of items.

When Pathfinder published the Alchemist Base class, I thought that it was a really cool class but like some of the more steampunk kind of class ( here's looking at you, Gunslinger), they do not fit into the medivial theme well.

So the first character I want to display uses the Alchemist. My concept comes very closely to the bomber type of class and hence, I used the Grenadier archetype. I must say that the d20 modern rules really mesh quite well with the class. For example, with the Grenadier's Alchemical Weapon, an ordinary bullet would come with an acidic afterpunch.  This is not counting the various explosives available in the scientific world.

For the purpose of this exercise, I used Craft (Chemical) to replace Craft (Alchemical) because they are really similar.
The character need not be magical in nature.  A simple repackaging of the supernatural powers could be attributed to weird science.

So here is the final character:

Rafaele has always been fascinated with the ever-changing nature of chemistry. From the first day his Chemistry teacher showed him how you can create gold particles from combining some colorless liquid, Rafaele knew that he had found his life-long obsession.

Rafaele's studies yielded interesting discoveries. He found that he could create liquids that have effects that are beyond the current scientific progress. Not all of these experimental liquids was benign. He could create bombs that were as powerful as a fragmentation grenade. But most importantly, he could make liquids that could cure the most serious of flesh wounds.

And all needed expensive and rare materials and so Rafaele wanders through the world, seeking rare ingredients, hoping to unlock more of this fascinating liquids.

Rafaele is a versatile character to play but his preference is a long range character. By using his discoveries, Rafaele is able to lob bombs strategically. If need be, he could act as a melee monster through a combination of his extracts and mutagen. As a last resort, he could infuse acids into his trusty Glock 21 with his Alchemical Weapon ability.

Rafaele “Hyde” (Smart Hero 3/Field Scientist 3 // Alchemist (Grenadier) 6 ): CR 8; Medium-size human; HD 6d8+6 ; hp 34; Mas 13; Init +2; Spd 30 ft.; Defense 20, touch 20, flat-footed 18 (+2 Dex, +3 Int, +5 class); BAB +4; Grap +4; Atk +4 melee (1d3 nonlethal, unarmed strike) or ;+6 ranged (bombs) or +7 ranged (2d6, Glock 21)  ; Full Atk +4 melee (1d3 nonlethal, unarmed strike) or +6 ranged (bombs) or +7 ranged (2d6, Glock 21)  ; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +6, Ref +7, Will +7; AP 0; Rep +2; Str 10, Dex 14, Con 10, Int 19, Wis 12, Cha 10.

 Occupation: Technician (bonus class skills: Craft [chemical], Demolitions, Knowledge [earth and life sciences]).

 Skills: Computer Use +13, Craft (chemical) +17, Demolitions +19, Disable Device +15, Investigate +13, Knowledge (Arcane Lore) +13, Knowledge (earth and life sciences) +14, Linguistic +9, Perception +10, Profession (chemist) +9, Research +12,Spellcraft +12
Feats:  Armor Proficiency (Light), Cautious, Extra Bomb, Iron Will, Personal Firearms Proficiency, Precise Shot,  Point Blank Shot, Rapid Shot, Simple Weapons Proficiency.

Talents: Savant (Craft Chemical), Savant ( Demolitions), Smart Defense, Scientific Improvisation

Class Feature: Alchemical Weapon, Bomb (3d6+3, 11/day), Directed Blast, Discovery (Any 3+Precise Bomb), Extracts (4/3), Mutagen, Throw Anything

Possessions: Glock 21, Lab coat, lab kit appropriate to field of expertise, desktop computer (with broadband modem and printer), cell phone, various gear and personal possessions.

Tuesday, July 10, 2012

[Demonomicon] Abraxas, Supreme Unknown

It is a truth within the multiverse that knowledge is power. One of the most powerful secrets in the universe is that of arcane knowledge.And Abraxas is one of the few beings that can be said to possess all of these secrets.

Equally, Abraxas' follower are seekers of the most forbidden knowledge and through their search, become privy to some of the most dangerous knowledge that exist in the world. Yet herein lies Abraxas' insidious plans. Without the proper wisdom, these knowledge are akin to nuclear bombs and Abraxas' followers are not the sanest bunch. Often than not, these secrets would be improperly used and the consequence become dire to the world. And with each such incident, Abraxas smiles.


Appearing as a rooster-headed man, Abraxas carries a whip and a shield. His legs are replaced by two hideous serpents that is said to hiss constantly. Yet the most powerful weapon of Abraxas is his mind. Possessing a powerful technique known as the "Final Incantation", Abraxas is able to unamke the most epic spells woven by immortals and mortals alike.

As said, followers of Abraxas come in all forms. Yet, they all have one thing in common which is an unusual thirst for knowledge.Most seek knowledge for power. Many received the unholy whispers of Abraxas' minions in their dream.

In recent times, many have come to seek knowledge for instant gratification. Wanting a quick fix, most bargain away their most prized possession for a glimpse of the knowledge that could bring them the solution to their life. Most do not care about the consequence of other people around them. These are Abraxas' favourites. By being indifferent to other people, they spread chaos and evil through their newly acquired knowledge.

Abraxas lives in a layer known as Plemora. A mock paradise created through complex illusion and magic, followers of Abraxas indulge in pleasures both known and unknown to man. In reality, the realm acts as a container of spiritual energy. With each pleasure, the spiritual energy of the devotee is siphoned and stored in the realm. Abraxas plans to acquire even energy and ascend to godhood. Recently, he discovered the Greyzone. Eying the large amount of energy, Abraxas is researching on how to acquire the energy allowing him to cut short his plans to ascension.

Saturday, June 16, 2012

The Brotherhood of Saint Traft

I was reading through the Daily MTG article when this one caught my eye. Particularly, I liked the mechanics behind the card. To me, the summoning of a creature as beautiful as an angel would be an awesome way to fight. So i have tried to convert Saint Traft as a divine Patron for Pathfinder Rules.


Brotherhood of Saint Traft
When criers brought news to the various town that the famed demon slayer was dead, many thought that this was another nail to the coffin for Innistraid. With Ashmouth unguarded, the people fear that the demons would come in hordes and would run amok the already doomed land. As despair descended upon the people, a group of clerics organised themselves in the name of Saint Traft. A priest named Marco had found the technique to call down the seraphs as Saint Traft had. Marco taught it to the Brotherhood and asked them to spread the word. The Brotherhood now runs around, teaching those who are strong in their faith the technique and avenging Saint Traft with each thrust of their sword.

Below are the archetype for the clerics that are in the Brotherhood:

Champion of Saint Traft
Calling upon celestial forces, the Champion of Saint Traft leads the charge against evil and vow to never rest until the last demon is killed.

Alignment: Any Good

Diminished Spellcasting:
A Champion of Saint Traft chooses one domain from his deity's list of domains and gains one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if they are domain spells or if his Wisdom allows bonus spells of that level.

Summon Celestial Forces:
Starting at 1st level, a Champion can cast summon monster II as a spell like ability a number of times per day equal to 3 + his Charisma modifier.At 6th level, and every 5 levels thereafter, the power of this ability increases by two spell level, allowing him to summon more powerful creatures (to a maximum of summon monster VIII at 16th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the Champion must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

This ability replaces Channeling.

 Sacred Summoning:
At Level 1, the Champion gains Sacred Summoning as a bonus feat

At level 5, the Champion gains Augment Summoning as a bonus feat. At level 15, the Champion gains Superior Summoning as a feat.

At level 10, the Champion's summon gains an additional +2 to Strength and Constitution. This is in addition to the bonus granted by Augment Summoning. At level 20, the bonus increases to +4.

The archetype i think could be used for different settings ( I think). I gave it a more summoning bent as several of my players have wanted to play such an archetype.Give me your comments on whether this is unbalanced or overpowered?